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Recommended Equipment Buff Set 3 (BaBS)

Mar 13, 2020
Recommended Equipment Buff Set 3 (BaBS)
  • Recommended Equipment Buff Set 3 (BaBS V2.12.17)

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    Go to Recommended | EBS1 | EBS2 | EBS3 | EBS4 | EBS5

    This Buff Set is situated more towards using buffs that can stun/deal shock damage to the infected.

    * 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 is a third option to the first buff being recommended here and is also indicated within the Notes section of the Buff Set.
    + 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.


    Electric Charger COOP <top>

    Buffs:
    1. (SURV) Knife+
    2. (SURV) Goggles+ / |E| Dying Berserk+*
    3. (SURV) Extra Powder+
    4. (SURV) |E| Zapping Gun+ / |E| Blunt Force Trauma* / |E| Smasher Pan**
    5. (SURV) Tenacity+ / |V| War Wounds*
    6. (SURV) Double Projectile / Mobility Master+*
    7. (SURV) Grenade Trap+
    8. (SURV) Frag Grenade / Seeking Grenade+*
    9. (SURV) Underbarrel Launcher+ / |E| Slaying Automata+*
    10. (SURV) |V| Electric Frag Grenade
    11. (SURV) |E| Sticky Bomb+
    12. (SURV) |C| Discharger+
    13. (SURV) |C| Rocket Launcher+ / Deadeye+* / Tactical Reload+**
    14. (SURV) Survival Payment+ / |Q| Prowess-*
    15. (SURV) Peanut Blessing / Hunting Reward+*
    16. (SURV) Finale Dominator+

    Codes:
    Goggles Binded Codes:
    1. 1st: 72z-gtonn0-l66t2u-h0489b-l9uco0-m591qa-n4k8 (Primary) (Rocket Launcher Set) (Second Choices: 9. and 15.)
    2. |Q| Prowess: 72x-gtonn0-l66t2u-h0489b-l9uco0-m5e0qq-n4k8 (Primary) (Rocket Launcher Set) (Second Choices: 9. and 15.)
    3. 2nd: 72q-gtonn0-lr3km6-h0485v-l9uco0-l8i7g5-n4k8 (Underbarrel Launcher Set) (Second Choices: 4. and 5.) (Third Choice: 13.)
    4. |Q| Prowess: 72o-gtonn0-lr3km6-h0485v-l9uco0-l8n6gl-n4k8 (Underbarrel Launcher Set) (Second Choices: 4. and 5.) (Third Choice: 13.)
    5. 3rd: 72x-gtonn0-n5mtw5-h02u3r-l9uco0-l7wruq-n4k8 (Close and Long Range Blasters Set) (Second Choices: 6., 8., 9., 13. and 15.) (Third Choice: 4.)
    6. |Q| Prowess: 72v-gtonn0-n5mtw5-h02u3r-l9uco0-l81qv6-n4k8 (Close and Long Range Blasters Set) (Second Choices: 6., 8., 9., 13. and 15.) (Third Choice: 4.)

    Goggles Buff not Binded Codes:

    1. 1st: 730-gtiw2s-l66t2u-h0489b-l9uco0-m591qa-n4k8 (Primary) (Rocket Launcher Set) (Second Choices: 9. and 15.)
    2. |Q| Prowess: 72y-gtiw2s-l66t2u-h0489b-l9uco0-m5e0qq-n4k8 (Primary) (Rocket Launcher Set) (Second Choices: 9. and 15.)
    3. 2nd: 72r-gtiw2s-lr3km6-h0485v-l9uco0-l8i7g5-n4k8 (Underbarrel Launcher Set) (Second Choices: 4. and 5.) (Third Choice: 13.)
    4. |Q| Prowess: 72p-gtiw2s-lr3km6-h0485v-l9uco0-l8n6gl-n4k8 (Underbarrel Launcher Set) (Second Choices: 4. and 5.) (Third Choice: 13.)
    5. 3rd: 72y-gtiw2s-n5mtw5-h02u3r-l9uco0-l7wruq-n4k8 (Close and Long Range Blasters Set) (Second Choices: 6., 8., 9., 13. and 15.) (Third Choice: 4.)
    6. |Q| Prowess: 72w-gtiw2s-n5mtw5-h02u3r-l9uco0-l81qv6-n4k8 (Close and Long Range Blasters Set) (Second Choices: 6., 8., 9., 13. and 15.) (Third Choice: 4.)

    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. |E| Out With A Bang: Upon death, deal 1,500 explosive damage to nearby infected. -250 reduced damage for each activation, 500 minimum. Medkit use resets damage. (|E| Dying Berserk)
    4. Armor Piercing Grenades: Pipe bomb explosions ignore target's defenses, halved instead on tanks. (Extra Powder)
    5. Loaded Zap: Zapping Gun will only activate when at 100% charge. (|E| Zapping Gun)
    6. |E| Vigor: Increases heal effects from buffs/regen boosters by 3HP. (Tenacity)
    7. Momentum Blast: Gives dash 2 charges and enables ground slamming by pressing crouch after double jumping. Upon dashing or landing after a ground slam, infected in 200 units take 150 blast damage. <15 second cooldown for ground slam blast, fall damage below 250 ignored on ground slam> (Mobility Master)
    8. Reusable Traps: 3 seconds after placing, you can shove a placed trap to pick it back up. (Grenade Trap)
    9. Short Fuse: Lowers fuse time down to 6 seconds. (Seeking Grenade)
    10. Underbarrel Autoloader: Ammo piles no longer give charges but instead recharge once every 40 seconds. (Underbarrel Launcher)

    <top>

    1. Explosive Automata: Turret gains 5% chance to also shoot a Grenade Launcher projectile. (|E| Slaying Automata)
    2. Safety Bomb: Bomb detonation no longer affects survivors but radius reduced to 200. (|E| Sticky Bomb)
    3. 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)
    4. |E| Lock-On Module: Aiming with a laser sight at a Tank or Special will slowly lock onto them. When locked on, firing a rocket seeks out the target. <Press ZOOM to toggle laser, shoving resets lock> (|C| Rocket Launcher)
    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. Lightning Hands: Once every 30 seconds, gain double bonus reload speed. (Tactical Reload)
    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)
    9. General Dominator: Removes map limits. On non-finale/survival maps, max stacks reduced to 10 and -5 seconds faster stack decay. (Finale Dominator)

    Notes:
    • If you have binded the Goggles Buff with the Binder item, you can swap it out for the |E| Dying Berserk Buff.
    • If you prefer to use melee weapons over pistols, you can swap out the |E| Zapping Gun for the |E| Blunt Force Trauma Buff. If you prefer to instead use a pan that can deal explosive damage to the infected, you can swap out either buff for the |E| Smasher Pan Buff.
    • If you prefer to be able to gain full heals from a first aid kit rather than reduced heals, you can swap out the Tenacity Buff for the |V| War Wounds Buff.
    • If you prefer a buff that can deal explosive AOE damage around you and you don't really need a second projectile, you can swap out the Double Projectile Buff for the Mobility Master Buff.
    • If you prefer to throw grenades that seek the infected rather than instant use grenades, you can swap out the Frag Grenade for the Seeking Grenade Buff.
    • If you want to have a turret with a small chance to shoot explosive projectiles rather than you shooting your own with your primary weapon, you can swap out the Underbarrel Launcher Buff for the |E| Slaying Automata Buff.
    • If you prefer to use the sniper rifles for dealing blast damage to infected using a buff enhancement over the |C| Rocket Launcher, you can swap it out for the Deadeye Buff. If you prefer to use guns with the underbarrel launcher instead however, you can swap out either buff for the Tactical Reload Buff.
    • If you're levelling up any class from class level 4 to class level 5, the Survival Payment Buff would be the best to replace since removing it from your buff set gives the least amount of impact on your bounty earning, you can swap it out for the |Q| Prowess Buff.
    • If you prefer to earn bounty more quicker through bounty earning actions rather than through quickly earning a stack amount of bounty for a short time after healing, you can swap out the Peanut Blessing Buff for the Hunting Reward Buff.

    Weapons/Configs used in this buff set: <top>
    • Any Primary Weapon with Underbarrel Launcher or Grenade Launcher
      Recommended Weapon Config (SMGs/Rifles): +25%/-25% || -25%/+25%
      Recommended Weapon Config (AK47 Rifle): +10%/-10% || -25%/+25%
      Recommended Weapon Config (Shotguns): +25%/-25% || -25%/+25%
      Recommended Weapon Config (AWP): +0%/-0% || -20%/+20%
      Recommended Weapon Config (Scout): +25%/-25% || -20%/+20%
    • Any Pistols, Blunt Force Trauma or Smasher Pan melee weapon
      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.
    • |E| Dying Berserk: On taking lethal damage, become live for 6 seconds where you ignore defenses/immunities, status/CC effects. won't use ammo or gain fatigue. Taunt all tanks but halve buff attack bonuses. -0.5s reduced time for each activation, min 3s. Medkit use resets time. Performing use actions won't end Dying Berserk. <Immunity pierce negates attack bonuses> <No ammo save with custom weapons> <✖ VS>
    • Extra Powder: +400% increased pipe bomb damage done (Affects Traps).
    • |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>
    • |E| Blunt Force Trauma: Every 3rd melee strike on the same Special Infected/Tank with Bats/Golf Club/Tonfa deals x2 damage and stuns for 1 second. Stun Immune or already stunned targets instead become staggered. Melee breaking Tanks won't break weapons until a stun/stagger is inflicted. <Target can't be stunned in 15 seconds of another stun/freeze> <Tanks can't be staggered in 15 seconds of another stagger> <✖ VS>
    • |E| Smasher Pan: Transforms the Frying Pan into the Smasher Pan. Swings -40% slower but deals x2.5 base damage and releases an explosive blast dealing 250 damage. Bypasses effects that block or break it and is unaffected by melee fatigue. <Flat bonus damages are halved when bypassing melee resistance> <✖ 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>
    • |V| War Wounds: After being revived from an incapacitation only caused by infected, gain +7 HP per level above 201 additional maximum HP for the rest of the round. You also regain HP equal to this when revived. <Hanging revives don't count> <Max gain per revive: 200 HP, Overall: 2,000HP> <✖ VS>

    <top>

    • Double Projectile: Allows you to throw 2 pipe bomb and vomit jar projectiles.
    • Mobility Master: Enables you to double jump by pressing jump again in midair or double tap a direction to quickly dash in that direction. <15 second cooldown for dashing, cannot jump for 0.5 seconds on dash start> <Cannot dash/jump while crouching, walking, incapacitated, incapable of moving or scoped> <Triple tapping WALK key can toggle Dash functionality> <✖ VS>
    • 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>
    • 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>
    • |E| Slaying Automata: Allows you to deploy a turret once per round which shoots at nearby infected each second in 600 units, 180* arc, dealing 150 damage. It goes idle if it hasn't shot in 15 seconds and if the owner is over 300 units away. Anyone can press USE on it to wake it. <Turret can be rotated by pressing USE> <✖ VS> (Command: sm_turret)
    • |V| Electric Frag Grenade: Pipe Bomb explosions will ignite and stun Infected for 4 (1 to tanks) seconds. If the infected was in water/stunned from another source, they will be electrocuted for 25 seconds. <Incompatible with other buffs that change grenade contents> <Same target can't be electrocuted again for 30 seconds> <✖ VS>
    • |E| Sticky Bomb: Holding USE and shoving a 100K+ HP tank will deploy a bomb for 30 seconds, damaging all infected in 350 units for 10K true damage. Survivors near take up to 15% max HP damage and be stunned for up to 5 seconds, with the stun being avoidable by crouching. Only 1 bomb attachable at once. <Max 5 uses on same target> <Once per round> <✖ VS>



    • |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>
    • |C| Rocket Launcher: Transforms the Grenade Launcher into a Rocket Launcher. Projectiles launched have no gravity, x2 damage dealt and better damage dropoff from the center of the explosion with -30% reduced reload speed. <Rocket must travel for 0.3 seconds to gain full damage> <Incompatible with any other Grenade Launcher buffs> <✖ 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>
    • 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>
    • Survival Payment: After the round begins, +1 bounty earned every 2 minutes. <Bounty not awarded if inside saferoom>
    • |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>
    • 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%>
    • 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.

    Tips for effectively using this buff set: <top>
    • If you want to make the most out of your pipe bombs and your grenade launcher projectiles, make sure to be close when your aiming for your infected target with them. That way, you'll be more likely to hit them and will be able to deal close to or the maximum damage to them.
    • If you don't want to have any problems with inflicting the stun bad status effect on tanks, wait until after 15 seconds have passed of a stun/freeze being inflicted. That way, when you do target the tank again with any buff effect that can stun it, you won't need to worry about not having stunned your target.