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Recommended Debuffer Class Buff Set (UQC) (BaBS)

Mar 3, 2020
Recommended Debuffer Class Buff Set (UQC) (BaBS)
  • Recommended Debuffer Class Buff Set (Unique/Quest/Craftable) (BaBS V2.12.9)

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    Go to Recommended | Technician | Support | Controller | Agile | Debuffer | Hunter (UQC)

    This Buff Set is situated towards players using the Debuffer Class at all class levels.

    * Indicates that the Buff is a secondary option to the primary buff being recommended here and is also indicated within the Notes section of the Buff Set. For some buffs, they will need to be equipped if certain buffs get used in place of others, which will be marked in blue.
    ` Indicates that the Buff must be equipped, no matter what the buff restrictions are. Without having this buff equipped, the buff set itself cannot be used at all.
    + Indicates that the Buff has a Buff Enhancement that can be applied to it.
    - Indicates that the Buff is required in order to level up any class from class level 4 to class level 5.


    Infected Weakener COOP (UQC) <top>

    Buffs:
    1. (SURV) Knife+
    2. (SURV) Goggles+ / Finale Dominator+*
    3. (SURV) |E| Zapping Gun+`
    4. (SURV) Deadeye+ / Underbarrel Launcher+*
    5. (SURV) Tenacity+ / Mindset Change+*
    6. (SURV) Deadly Shove+
    7. (SURV) Grenade Trap+
    8. (SURV) Frag Grenade / Seeking Grenade+*
    9. (SURV) Freezing Grenade
    10. (SURV) Freezing Grenade Launcher / Tactical Reload+*
    11. (SURV) |C| Discharger+
    12. (SURV) Prescription Medication+ / |Q| Prowess-*
    13. (SURV) Field Medic
    14. (SURV) Survival Payment+
    15. (SURV) Peanut Blessing
    16. (SURV) Hunting Reward+

    Buff Enhancements Used:
    1. Throwing Knives: Hold USE and shove to throw a knife, dealing 750 damage/stagger to SI or 500 damage/5s bleed (100 dmg/s) to Tanks. Won't use normal knives. Max count equals Knife count + 1. <✖ VS, Knives reclaimable on miss/from target's dead body or return after 20s> (Knife)
    2. Gas Mask: Take only 1 gas based damage while the Gas Mask absorbs the rest. The mask absorbs 1000 damage (500 in VS) before breaking. Recharges in 3 minutes after breaking. Smoker smoke won't shroud vision while the gas mask is active. (Goggles)
    3. General Dominator: Removes map limits. On non-finale/survival maps, max stacks reduced to 10 and -5 seconds faster stack decay. (Finale Dominator)
    4. Loaded Zap: Zapping Gun will only activate when at 100% charge. (|E| Zapping Gun)
    5. |E| Deadshot: After 5 Deadeye shots, you can fire a Deadshot (hold USE and fire) at a Special/Tank, killing the SI or ignoring tank defenses and staggering it. It also blasts inside 300 units for the same damage, igniting them. Infected hit/killed don't trigger Deadeye. (Deadeye)
    6. Underbarrel Autoloader: Ammo piles no longer give charges but instead recharge once every 40 seconds. (Underbarrel Launcher)
    7. |E| Vigor: Increases heal effects from buffs/regen boosters by 3HP. (Tenacity)
    8. Blood Transfusion: While incapacitated, increased bleed out gain is equal to (standing allies count) %, but killing Commons/Specials/Ubers heal 10/100/200 HP and delays bleedout damage by 1/3/5 seconds. Reaching full health from a Special/Uber kill will revive you. (Mindset Change)

    <top>

    1. Super Shove: You can shove any tank, staggering it. Costs 2 Deadly Shove charges. <✖ VS, Tank can't be shoved again for 15 seconds> (Deadly Shove)
    2. Reusable Traps: 3 seconds after placing, you can shove a placed trap to pick it back up. (Grenade Trap)
    3. Short Fuse: Lowers fuse time down to 6 seconds. (Seeking Grenade)
    4. Lightning Hands: Once every 30 seconds, gain double bonus reload speed. (Tactical Reload)
    5. Frostcharger: Each tick slows infected hit by 3% (doubled on non-tanks). On the final tick, all infected in range become frozen for 1 second, bypassing debilitate cooldowns. (|C| Discharger)
    6. Doctor's Orders: You can also instead buy a first aid kit for half the price. (Prescription Medication)
    7. Accelerated Payment: Survival Payment is now given every 90 seconds. (Survival Payment)
    8. |E| Trusted Consumer: When at maximum chance, you can buy any item if you have at least 50% of the required bounty cost, putting you into negative bounty. <Cannot be used on items in the Miscellaneous category> (Hunting Reward)

    Notes:
    • If you have binded the Goggles Buff with the Binder item, you can swap it out for the Finale Dominator Buff.
    • If you prefer to be able to freeze the infected using any weapon that benefits with the Underbarrel Launcher Buff over using an AWP or a Scout to try cripping the tank for a moment, you can swap out the Deadeye Buff for it.
    • If you prefer to be able to receive full heals with your first aid kit over reduced heals, you can swap out the Tenacity Buff for the Mindset Change Buff.
    • If you prefer to have grenades that take a longer time to explode but can seek in on infected over grenades that can instantly explode when hitting surfaces, you can swap out the Frag Grenade Buff for the Seeking Grenade Buff.
    • If you don't plan on using grenade launcher projectiles to freeze your opponents, or want a faster reload speed with the AWP/Scout, you can swap out the Freezing Grenade Launcher Buff for the Tactical Reload Buff.
    • If you're levelling up any class from class level 4 to class level 5, the Dummy Rounds Buff would be the best to replace since removing it from your buff set gives the least amount of impact on your Debuffer Class abilities, you can swap it out for the |Q| Prowess Buff.

    Weapons/Configs used in this buff set: <top>
    • AWP/Scout Sniper Rifles
      Recommended Weapon Config (AWP): +0%/-0% || -20%/+20%
      Recommended Weapon Config (Scout): +25%/-25% || -20%/+20%
    • Any Pistols
      Recommended Weapon Config (All Pistols): +25%/-25% || -20%/+20%

    Benefits of this buff set:
    • Knife: Gives you a knife that you can use to release yourself from SI. This can be done after 1 second of being trapped using the ZOOM button.
    • Goggles: Obtain goggles that protect you from bile. Buff includes "Cheap Goggles" buff effect.
    • Finale Dominator: On finale/survival maps, Special Infected kills give 1 stack of Finale Dominator (2 stacks on Uber Infected kills), max 15. +2% attack, +1% defense, +1% move speed, +0.5% fire rate, +1% reload speed, +2% ammo save chance and +1% deploy speed. You lose a stack in (25-stacks) seconds or if pinned by Special Infected or if incapacitated. You lose all stacks on death.
    • |E| Zapping Gun: Moving around charges the pistol. For each 1% charge, +10 bonus damage dealt. When fully charged, +2 second stun on target affected. Each shot resets charge to 0. <Charged shot activates on special infected and tanks only> <Tanks can't be stunned in 15 seconds of another stun/freeze> <Gun recharge rate: 3% per second running, 1% crouching/walking> <✖ VS>
    • Deadeye: On killing special infected from at least 50% health or with a headshot using AWP / Scout sniper rifles, gain +1 bullet into current magazine from your reserves. <Ammo save chance with AWP/Scout is halved while equipped> <✖ VS>
    • Underbarrel Launcher: SMGs, Assault Rifles and Shotguns gain an underbarrel launcher that launches explosive grenades. The projectile can be fired with the ZOOM key up to 3 times per map. You can refill it at ammo piles every 2 minutes. <Incompatible with Heat Missile/Floral Grenade Launch> <Can only fire once every 3 seconds> <With SG552 Rifle, hold WALK as well as ZOOM to activate> <✖ VS>
    • Tenacity: Grants +150 max HP per level above 200, max 5,000, but you die when HP reaches 0. Medkits heal 33% max HP, but can heal for 66% and 100% max HP once each per round if missing HP % is greater than the heal. <Increases aggro from Tanks by 50%> <Reduces your maximum defense by 20%> <✖ VS>
    • Mindset Change: Allows you to be incapacitated an unlimited number of times. On each incap, max incap HP becomes 90% of the previous value. Using a first aid kit resets it to full. <Incap max health won't go lower than 300> <✖ VS>

    <top>

    • Deadly Shove: Each round, Shoves instantly kill the first 3 special infected. This recharges every 3 minutes in COOP. Additionally, enables shoving charges and disables shoving penalty.
    • Grenade Trap: Allows you to setup throwable traps on the floor. It will detonate if any enemy infected gets close and creates a projectile based on the trap type. Traps cannot trigger in 3 seconds of being placed, and will detonate after 2 minutes. <Shove floor with throwable in hand to place> <Pipe bomb traps deal double damage and have no dropoff> <Max 3 active traps. In VS max 3 of each type per round>
    • Frag Grenade: Your pipe bomb will instantly detonate on collision. <Incompatible with Seeking Grenade buff>
    • Seeking Grenade: Allows pipe bombs to seek for nearby special infected/tanks. Takes 10 seconds to detonate, but deals +400 flat damage. <Incompatible with Frag Grenade buff>
    • Freezing Grenade: Exchanges pipe bombs for freezing bombs. Infected caught in the explosion suffer movement speed loss or become frozen depending on distance. <Tanks can't be frozen in 15 seconds of another stun/freeze> <Incompatible with other buffs that change grenade contents> <Freeze duration: 10 seconds (2 for tanks)> <You can't freeze ice tanks>
    • Freezing Grenade Launcher: Grenade Launcher Projectiles will freeze infected for 4 seconds (2 for tanks) on hit. <Tanks can't be frozen in 15 seconds of another stun/freeze> <Hold USE before explosion to activate> <Cooldown: 60 seconds if at least one target is frozen> <✖ VS>
    • Tactical Reload: If manually reloading with 1 or more bullets left, +10% increased reload speed. For AWP and Scout snipers, bonus is +15%. <Doesn't affect Shotguns or the Grenade Launcher>
    • |C| Discharger: While crouching, shoving the floor with a defib deploys a device that deals a mix of fire and shock damage, burning and stunning nearby infected. On the last tick, it resurrects back all nearby survivors and deals more damage. <Tank can't be stunned in 15 seconds of another stun/freeze> <Damage: 300 every 0.8 seconds for 8 seconds (3000 on last tick)> <Once per round> <✖ VS>



    • Prescription Medication: Can buy Pills/Adrenaline for free once per round in the !buy menu. 40% THP gained from using Pills/Adrenaline is given as bonus HP.
    • |Q| Prowess: Allows you to level any class at class level 4 to class level 5. Gives +50% increased class experience from class actions. <Cannot be binded> <✖ VS>
    • Field Medic: Each 50 seconds, randomly generate 1 adrenaline shot / pain pills. Can only be passed to other survivors. Cannot be consumed. Picking up adrenaline / pain pills will not drop generated item and will delete it instead. You cannot manually drop adrenaline or pain pills. <✖ VS>
    • Survival Payment: After the round begins, +1 bounty earned every 2 minutes. <Bounty not awarded if inside saferoom>
    • Peanut Blessing: While under Moustachio Bless, +1 stack of Peanut Blessing gained for each bounty earning action. Additional bounty gained is equal to the number of stacks, up to a max of 3 stacks, which resets after reaching it.
    • Hunting Reward: On each special infected kill, +2% chance to get +1 additional bounty on bounty earning action. <Max: 30%>

    Tips for effectively using this buff set: <top>
    • With the Over Exposure Ability, you can either stun/freeze a tank with one of your buffs, then freeze/stun the tank while it is on stun/freeze cooldown, bypassing it but halving the bad status duration. You can use any buffs that can inflict stun/freeze to get the job done on any 1 tank you want to target for debilitation.
    • If you want to give the survivors some time to prepare for non-fury tank abilities, such as an ability with a long cool down, you can throw a vomit jar on the tank to weaken it considerably with the Gastric Vomit and Inhibiting Vomit abilities. Then you can shove the tank using a pipe bomb to activate the Berserk Gene ability, preventing the tank from using their abilities, which can help the survivors know when and how to prepare for a certain incoming tank ability.
    • While you're activating your Outbreak ability on the tank, you can continue to debilitate the tank with stun/freeze buffs or other debuffer abilities that can inflict debuffs to further increase your scourge %. This can help keep the Outbreak ability continuing onward until you run out of Outbreak bursts.