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General Infected Buffs2 (IBaR)

Dec 16, 2017
General Infected Buffs2 (IBaR)
  • General Infected Buffs Page 2 (IBaR V1.2.0)

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    8. 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.

    Benefit in Buff Sets
    For each common infected killed, you heal 8% of your Maximum HP back.

    9. Accumulated Rage <top>

    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.

    Benefit in Buff Sets
    While alive, +3% additional damage added every second. Additional damage accumulated resets after you attack a survivor.

    10. Saferoom Mayhem <top>

    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.

    Benefit in Buff Sets
    While inside saferooms, +150% increased damage dealt to survivors.

    11. No Rescue for You <top>

    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.

    Benefit in Buff Sets
    +5 seconds added on to maximum rescue time. Accumulates with other players.
    <Works only with timer based finales>

    12. Bounty Saving <top>

    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.

    Benefit in Buff Sets
    For every 4 bounty, +1% additional damage.
    <Maximum Bonus: 30%>


    13. Damage Return <top>

    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.

    Benefit in Buff Sets
    Low chance to return 20% of the damage taken from survivors. Increased chance if current HP = or less than 10% of Maximum HP

    14. Inner Toxins <top>

    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.

    Benefit in Buff Sets
    On hitting any survivor, plant toxins. When you die, toxins explode dealing 15% of total damage dealt with your claws to survivors while you were alive.
    <Does not work with tanks>
    <Max Damage: 70HP>