Skip to content
RE Guide RE6
ES
Pick your current chapter ›

Arsenal

Every weapon with where to get it, its stats, its upgrades and whether it is worth the slot.

Handguns

Wing Shooter

Leon's starting weapon: he has it from the Prelude. It's a pair of identical pistols; the alternate function fires both at once.

Ammo
9mm Ammo
Magazine
18 (36 with both)
Power
120
Critical
8%
Reload
A
Fire rate
A (A+ with both)
Per slot
150 rounds

Verdict Your 9mm gun for all of Leon's campaign: the lowest damage per shot of the handguns, but dual-wielded it clears crowds.

Picador

Helena's starting weapon in Leon's campaign.

Ammo
9mm Ammo
Magazine
16
Power
160
Critical
6%
Reload
A
Fire rate
A-
Per slot
150 rounds

Verdict The handgun with the most damage per shot and the lowest crit: Helena's dependable sidearm, no surprises.

Nine-Oh-Nine

Starting weapon of Chris (Chris Chapter 1), Jake (Jake Chapter 1) and Agent, the second player in Ada's campaign.

Ammo
9mm Ammo
Magazine
15
Power
150
Critical
12.5%
Reload
A
Fire rate
A
Per slot
150 rounds

Verdict The handgun with the best crit: a good backup for Chris and the everyday gun of Jake and Agent.

Triple Shot

Sherry's starting weapon in Jake's campaign.

Ammo
9mm Ammo
Magazine
20
Power
130
Critical
8%
Reload
A
Fire rate
S
Per slot
150 rounds
Alt. function
3-round burst

Verdict The largest magazine of the single handguns (20): single shots waste less; the burst staggers tougher J'avo.

Melee

Survival Knife

Starting weapon of Leon and of Agent, the second player in Ada's campaign.

Power
180
Ammo
none
Combat gauge
not used

Verdict Free finisher and crate opener; don't pull it out in a fight you can settle with melee.

Combat Knife

Chris's starting weapon.

Power
180
Ammo
none
Combat gauge
not used

Verdict Saves ammo like Leon's knife, and its Quick Shot staggers.

Stun Rod

Sherry's starting weapon. At the start of Jake Chapter 3 both are prisoners with no gear; Sherry takes a Stun Rod from a J'avo and it's her only weapon until they get everything back after the Switchboard Key cutscene.

Power
140; charged 280 + 40 + 80
Ammo
none
Combat gauge
not used

Verdict A superb ammo saver in co-op: Sherry stuns with the charge and Jake finishes.

Hand-to-Hand

Jake's starting weapon: his fists are equipped like any other weapon.

Ammo
none
Combat gauge
the basic combo doesn't use it; hits after the charge do

Verdict The best way to save ammo in the game: use it as your main weapon against lone J'avo.

Shotguns

Hydra

Helena's starting weapon in Leon's campaign.

Ammo
10-Gauge Shells
Magazine
3
Power
far 120 ×7 / close 170 ×7
Reload
C (all 3 at once)
Fire rate
S
Per slot
40 (single source)

Verdict Point-blank panic button: ammo is scarce and only Helena uses it; once the Shotgun arrives, save its shells for emergencies.

Shotgun ★

Leon and Helena, Leon Chapter 1 (1-4 The Town): open the family house's back door with the Backdoor Key; in the alley it's on the dead riot policeman. If you missed it, it turns up in 1-5 Gun Shop, on the shelves next to the entrance door. Jake and Sherry, Jake Chapter 4 (4-4 Shopping District): climb the apartment building's stairs (at the top of the fourth flight there's a chest with 4,000 SP); at the top, in the lockers on the left, before the walkway drops you. No second spot.

Ammo
12-Gauge Shells
Magazine
8
Power
far 140 ×7 / close 180 ×7
Reload
C
Fire rate
C (pump)
Per slot
40 shells

Verdict Leon's main weapon from Leon Chapter 1 and the best close-range gun against zombies: always take it.

Assault Shotgun

Chris and Piers, Chris Chapter 2 (2-1 City in Eastern Europe): after beating the Ogroman, before you follow the APC, go back through the now-open gates and up to the walkway; open the red door the Ogroman came out of together with Piers (partner action). Inside: Assault Shotgun, First Aid Spray and a crate. If you missed it: 2-4 City Hall, in the room a J'avo bursts out of in the upstairs hall, with 9mm Ammo and 2 × 12-Gauge Shells. Ada, Ada Chapter 1 (1-2 Submarine - Reactor): go through the first room into the hall and down the first hatch; it's on the workbench on the right. No second spot.

Ammo
12-Gauge Shells
Magazine
7
Power
far 150 ×7 / close 170 ×7
Reload
C
Fire rate
B (semi-auto)
Per slot
40 shells

Verdict Chris's close-range answer to Napads and Whoppers, and Ada's for the Ada Chapter 2 zombies: worth the slot.

Throwables

Incendiary Grenade

Picked up in the field and from boxes. Fixed ones in Leon Chapter 1: several at Ivy University and The Town, and 3 on the Gun Shop ground floor (1-5) with 2 × 9mm Ammo and a First Aid Spray. Leon Chapter 2: 2 on the benches of the cathedral forecourt. Ada: 2 next to a Red Herb and a Green Herb in the Ada Chapter 1 reactor, and 2 in the north and south rooms after the Ada Chapter 4 Rasklapanje.

Power
800 + 400 blast
Per slot
5

Verdict The best throwable against zombies: a well-placed one kills a Bloodshot.

Remote Bomb

Picked up in the field. The first fixed ones are in Leon Chapter 1 (1-5 Gun Shop): one on the sofa in the upstairs room once the owner opens it, and one upstairs after the Whopper, left of the roof door, before going outside. Jake Chapter 1: a briefcase in a cabinet with a Remote Bomb and 2 Flash Grenades. Jake Chapter 2 (Mines): 4 to the right of the area where Sherry climbs the broken ladder for the keycard.

Power
1,600 + 800 blast
Per slot
5
Placed at once
1

Verdict Trap for bosses and crowds: worth the slot against Simmons in Leon Chapter 5 and the Ustanak in Jake Chapter 2.

Hand Grenade

Picked up in the field and from boxes (uncommon). Fixed ones in Chris Chapter 4: one in the cabinet immediately on your left (before the three J'avo spiders) and one in the bathroom of the luxury room with the 5,000 SP suitcase.

Power
1,200 + 600 blast
Per slot
5

Verdict For crowds and for stripping a Napad's armour; once you hold the Grenade Launcher, it's redundant.

Flash Grenade

Picked up in the field (common). Fixed ones in Chris Chapter 1 (1-3 Rooftops): 4 in the upper-left corner of the first rooftop and 3 on the low platform of the last one. Jake Chapter 1: 2 in the briefcase in the cabinet. Jake Chapter 2: 2 in the box in the FOS Memory Device C shack, with 4,000 SP.

Power
1 (stun only)
Per slot
5

Verdict Kills Mesets instantly and stuns Strelats, flying J'avo and Haos: keep a couple for Chris Chapter 5.

Sniper rifles

Semi-Auto Sniper Rifle

Leon and Helena, Leon Chapter 2 (2-3 Cathedral): past the laser-and-mirror rooms, at the top of the stairs, in the arms of a body against the wall, next to the Madonna of Grief behind bars. If you missed it: 2-5 Primitive Altar Entrance, propped against the wall by the gate to the big room where you find Deborah. Chris and Piers, Chris Chapter 4 (4-1 Rear Hangar): at the start, in the small room on the left, on the central table; the suitcase holds 3 × 7.62mm NATO Ammo. No second spot.

Ammo
7.62mm NATO Ammo
Magazine
5
Power
600
Critical
75%
Reload
B
Fire rate
B+
Per slot
60 rounds

Verdict Required for the Leon Chapter 2 bell puzzle, then long-range support. Worth it for Chris; redundant for Piers.

Anti-Materiel Rifle ★

Piers's starting weapon in Chris's campaign.

Ammo
12.7mm Ammo
Magazine
10
Power
1,000
Critical
100%
Reload
B
Fire rate
D-
Per slot
60 (unconfirmed)
Alt. function
thermal scope

Verdict Piers's real main gun: it goes through every enemy in a line and kills almost anything in one shot.

Sniper Rifle

Jake and Sherry, Jake Chapter 2 (2-1 Mountain Path): climb the ladder at the start, follow the walkway and drop down twice; it's by the bench with the tarp, with 3 wooden boxes. If you missed it: 2-2 Snow-Covered Mountain, propped against the wall of the shack you shelter in after collecting the FOS Memory Devices. Ada, Ada Chapter 2 (2-1 Forest Cemetery, crypt): in the gallows room opened with the Amber Key, propped against the trapdoor lever, with 2 barrels. Second spot (single source): at the start of Ada Chapter 3, next to the first grapple point.

Ammo
7.62mm NATO Ammo
Magazine
6
Power
700
Critical
100%
Reload
C
Fire rate
C-
Per slot
60 rounds
Alt. function
2 zoom levels

Verdict A support gun: cover your partner on split routes and in Ada's sections that cover the other teams.

Assault rifles

Assault Rifle RN

Leon and Helena, Leon Chapter 3 (3-1 Altar Corridor): inside a closed sarcophagus on the path that curves left, at the start of the catacombs, before the first spinning-blade trap (opening them in order it's usually the 3rd; it can vary). If you missed it: 3-3 Cavern, stuck in the stone pillar right after you cross the first bridge.

Ammo
5.56mm NATO Ammo
Magazine
30
Power
210
Critical
2.5%
Reload
B
Fire rate
S
Per slot
60 rounds
Extra
bayonet

Verdict A good mid-range rifle for the rest of Leon's campaign; fire short bursts because of the recoil.

Assault Rifle for Special Tactics ★

Chris's starting weapon.

Ammo
5.56mm NATO Ammo
Magazine
30
Power
200
Critical
6%
Reload
B
Fire rate
S (full auto only)
Per slot
60 rounds

Verdict Chris's main weapon for the whole campaign: give its ammo priority.

Bear Commander ★

Jake and Sherry, Jake Chapter 3 (3-2 Living Quarters): put all 16 ID Medals into the slot on the main hall's statue; the north gate opens the room with the gun, 2 Oriental Crates and a chest with 2,000 SP + 2 × 300 SP. 3 medals open the west gate (the bar, reception room and pool wing) and 10 the south-east one, toward the comms room. Pick up the medals enemies drop before the fixed ones, or the carriers may stop spawning. One source says that if you don't get all 16 you're given it at the end of the chapter; unconfirmed. Ada, Ada Chapter 4 (4-1 Forward Hangar): on the table in the officer's suite (bedroom + living room), the one with a naval officer's corpse; there's also a suitcase with 5,000 SP and a First Aid Spray in the bathroom. If you missed it: 4-2 Bridge, after the cutscene of Carla falling, when the elevator takes you down to the deck, on a pile of boxes opposite the exit; or 4-3 Aircraft Carrier Interior, on one of the two leather chairs in the communications room with a wall map.

Ammo
5.56mm NATO Ammo + 40mm Explosive Rounds
Magazine
30 (+1 grenade)
Power
190
Critical
4%
Reload
B
Alt. function
under-barrel grenade launcher (Explosive only, 1 per reload)

Verdict Jake's and Ada's most versatile weapon: rifle and grenade launcher in one; always take it.

Magnums

Lightning Hawk ★

Leon and Helena, Leon Chapter 4 (4-1 Inside the Airplane): in the cockpit, on the floor by the co-pilot's seat, next to the dead pilot. There's .50 Action Express Magnum Ammo on both sides of the cockpit. It's its only spot and it only appears if you don't already have it: take it before you chase the Lepotitsa. If you miss it, replay checkpoint 4-1 from chapter select and wait for a save before you quit the game.

Ammo
.50 Action Express Magnum Ammo
Magazine
7
Power
1,200
Critical
8%
Reload
A
Fire rate
B
Per slot
50 or 80 (sources disagree)

Verdict Leon's boss gun: save its ammo for the airplane Lepotitsa, the Rasklapanje and Simmons' forms.

Elephant Killer ★

Jake and Sherry, Jake Chapter 1 (1-2 Water Channel): in the big concrete warehouse where the Ustanak shows up (the one with red barrels), in a cabinet in the 2nd-floor storage room you enter through a hole in the wall. You can take it before starting the fight; each player takes their own copy. It auto-equips: switch back to your usual gun. If you missed it: 1-3 Underground Passage, on the metal shelves in the room full of mannequins.

Ammo
.500 S&W Magnum Ammo
Magazine
5
Power
1,600
Critical
12.5%
Reload
C
Fire rate
C
Per slot
50 or 80 (sources disagree)

Verdict The boss gun of Jake's campaign (Ustanak, Ubistvo): always carry .500 ammo.

Launchers

Rocket Launcher

Leon Chapter 5 (5-5 Quad Tower Roof): in the escape helicopter Ada left on the helipad. Take it when Simmons climbs back up onto the helipad and shoot him in the eye: it's the campaign's last shot.

Ammo
1 rocket
Power
30,000 + 2,000 blast

Verdict Scripted weapon: use it on Simmons' eye; it doesn't stay for the next playthrough.

Grenade Launcher ★

Chris and Piers, Chris Chapter 3 (3-2 Poisawan Courtyard): after the 5 crates on the roof, kick the next building's door; the launcher is straight ahead in a shack, with 2 × 40mm Explosive Rounds and a First Aid Spray, right before the first helicopter fight. You need it for that fight.

Ammo
40mm Explosive / Acid / Nitrogen Rounds
Magazine
6
Power
Explosive 1,000 + 500 · Acid 250 + 200 · Nitrogen 300
Reload
C
Fire rate
A
Per slot
12 or 30 (sources disagree)

Verdict Chris's best weapon for bosses and Napads: keep Explosive loaded by default.

Crossbow ★

Ada's starting weapon.

Ammo
Arrows (Normal) / Arrows (Pipebomb)
Magazine
1
Power
Normal 550 · Pipebomb: impact 150, blast 1,000 + 500
Critical
100%
Reload
B
Per slot
60 normal / 40 pipe bomb
Alt. function
switch to Pipebomb

Verdict Ada's main weapon and her stealth tool: Normal arrows for everything soft, Pipebomb for Carla and Simmons.

Machine pistols

MP-AF

Piers's starting weapon in Chris's campaign.

Ammo
9mm Ammo
Magazine
30
Power
100
Critical
6%
Reload
B
Fire rate
A (S on auto)
Per slot
150 rounds
Alt. function
single / full auto

Verdict Piers's support gun for crowds: use it to stagger and leave the kill to melee.

Ammo Box 50

Ada's starting weapon.

Ammo
9mm Ammo
Magazine
50
Power
90
Critical
5%
Reload
B
Fire rate
S
Per slot
150 rounds

Verdict A 9mm hose and the lowest-damage gun: a last resort to stagger and melee, or to shoot off padlocks.

Mounted

Gun Turret

Not picked up: fixed emplacements. They appear in Jake Chapter 1 (the door of the second Chinook against the Ustanak's 3 helicopters), Chris Chapter 2 (the bridge), Chris Chapter 5, Ada Chapter 1 (the submarine) and Leon Chapter 5 (5-3: the BSAA Humvee's two turrets against Simmons). In Jake Chapter 3 (3-1) Jake also works the machine-gun cameras that cover Sherry, and in Ada Chapter 5 Agent fires the helicopter's co-pilot gatling gun.

Ammo
infinite
Limit
overheats

Verdict Use it whenever it shows up: infinite ammo, but fire in bursts so it doesn't overheat.

Gear and upgrades

inventory, health and everything else that is not a gun

Item slots Inventory

- 9 slots (single source). Weapons don't take a slot: they always all fit. Ammo, herbs, grenades and the First Aid Spray do. - Cap per slot: 150 9mm Ammo; 40 12-Gauge or 10-Gauge Shells; 60 5.56mm, 7.62mm and 12.7mm; .50 AE: 50 or 80; .500 S&W: 60 or 80 (sources disagree); 40mm: 12 or 30 (sources disagree); 60 Arrows (Normal) and 40 Arrows (Pipebomb); 5 grenades or Remote Bombs; 3 First Aid Sprays. - You only pick up ammo for guns you own (only Helena picks up 10-Gauge Shells, for example). - Each character has their own inventory in each campaign: nothing moves from Leon to Helena or between campaigns. Within a campaign it carries from chapter to chapter. Per one player, changes are only kept at the "Saving..." points between sections, not at checkpoints. - No item box and no expansions: RE6 has no backpacks, vests or inventory upgrades. Split-screen: in your Item Slot pick an item and give it to your partner; it works at any distance and only in split-screen. The manual names herbs and ammo. Test in Leon Chapter 1 whether grenades and First Aid Sprays can be given too, and what happens when the partner's slots are full.

Item Slot, inside the COMs Device. It opens in real time: the game doesn't pause while you swap weapons or mix herbs.

Carry only ammo for guns you use, mix herbs and move them into the case as soon as you can, and preload the Grenade Launcher: that's how 9 slots last.

Card →

Tablet case Inventory

- Green Herb alone = 1 tablet; Green + Green = 3; Green + Green + Green = 6; Green + Red = 6. A Red Herb alone is useless: always mix it with a green one. - One Health Tablet heals 1 health block and fully refills the combat gauge, even at full health. - Used near your partner, it heals them too (half a block per tablet). - When your partner is dying, revive them with your tablets: one per press, up to 6. - Cap: 17. At 12 or more a 6-tablet mix won't fit: eat some first or wait. Split-screen: give the herb to your partner before converting it; tablets probably can't be passed over.

Inside the COMs Device; it takes no slot. On Switch, pick a herb in the Item Slot and press A to store it as tablets.

Mix before you convert (Green + Red or three Greens = 6 tablets; a lone Green gives 1) and heal next to your partner: one tablet heals both of you.

Card →

COMs Device Equipment

The in-game menu: Resume game, Return to the latest checkpoint (restarts the checkpoint without a Game Over), Display other player's records, Change game settings, Change skills (switch skill set) and Quit game (unsaved progress is lost). Cutscenes are skipped from here too. It runs in real time: enemies keep attacking while it's open. For a real pause (offline only) use +.

The − button on Switch.

Switch skill sets from here, but in a quiet corner.

Card →

Ada's grapple gun Equipment

Ada climbs to ledges and crosses gaps with it; she also rides zip-lines. Agent has no grapple: when Ada uses it, Agent vanishes and reappears next to her once she lands. He also can't open doors, pick up key items, flip switches or use zip-lines. Ada Chapter 3, bus roof against the Ubistvo: Ada dodges by grappling to the other end; Agent has to slide or roll between its swings to the opposite side.

Ada has it from Ada Chapter 1; used at marked points.

In split-screen, Ada is always player 1: the grapple and every interaction are hers; Agent provides the covering fire.

Card →

Skill Points Economy

- Values: Pawn 50, Knight 100, Bishop 300, Rook (Bronze) 500, Queen (Bronze) 1,000, Rook (Silver) 1,500, King (Bronze) 2,000, Queen (Silver) 2,500, Rook (Gold) 3,000 (The Mercenaries only), King (Silver) 4,000, Queen (Gold) 5,000, King (Gold) 10,000 (only one Chris Chapter 3 suitcase). - Enemies: Ogroman and Ubistvo 4,000; Whopper and Gnezdo 2,500; Napad 1,500; Shrieker and Strelats 1,000; Bloodshot 500 or 1,000 (sources disagree). - Helping or thanking your partner quickly gives extra SP. - On No Hope skills don't work. - There's no shop and no money: SP only buy skills. Big fixed hauls: the Leon Chapter 4 / Chris Chapter 3 race (4-4 / 3-5 Medical Research Center): the team that reaches the elevator first gets 2 × 2,000, and the one that opens the hacked door first gets 5,000 + 5,000 + 4,000. Without online players the other team is AI. Chris Chapter 3: a 10,000 suitcase in the room past the wooden box with 2 Green Herbs in the cabinets. Farming: Jake Chapter 4 (4-3): 2 boxes in the opening alley = 7,000 in 1 minute; go through the door, wait for "Saving..." to disappear, quit and repeat. Chris Chapter 2 (2-3 and 2-4): the 2 Ogromans and the Napads give about 30,000 in 25-30 minutes. Always quit after "Saving..." clears. Split-screen: the SP player 2 picks up most likely go into the same pool (player 1's save). Check the total at the end of the chapter.

Chess pieces dropped by enemies and found in crates, suitcases and chests. Shared across all characters and campaigns.

Spend early on the cheap ones (under 4,000) and save for Firearm and Defense Lv3; maxing every levelled skill (the Mad Skillz achievement) costs 954,000.

Card →

Skill sets Skill

- 3 skills per set. You start with 1 set; clearing one campaign gives you 8. A level replaces the previous one (you can't equip Lv1 and Lv2 of the same skill). - Buying only between chapters or from the menu; switching sets at any time (in real time). Split-screen: player 2 has no SP and no purchases of their own; they use what player 1 bought and pick one of those sets from their own − menu. Only player 1 sees the shop at the end of a chapter. Test in Leon Chapter 2 whether each player can run a different set at the same time. Buy order (one shared pool): 1. The cheap ones: Defense Lv1 (3,200), Item Drop Increase (3,500), Breakout (2,800), Critical Hit Lv1 (3,500), Lock-On Lv1 (2,800). J'avo Killer and Zombie Hunter Lv1 (3,000) as soon as they unlock. 2. Firearm Lv1 (12,000), then Firearm Lv2 (29,000) and Defense Lv2 (28,000). 3. Zombie Hunter Lv2 for Leon and Ada Chapter 2; J'avo Killer Lv2 for Chris and Jake (25,000 each). 4. Firearm Lv3 (75,000) and Defense Lv3 (80,000). 5. Your main weapon's Master skill when it unlocks. 6. After all 4 campaigns, 1 or 2 Infinite skills. Recommended co-op sets: - Leon / Helena: Firearm + Defense + Zombie Hunter; for bosses, Firearm + Magnum Master or Shotgun Master + Defense. - Chris / Piers: Firearm + Defense + J'avo Killer; Chris with Assault Rifle Master, Piers with Lock-On for the scope. - Jake / Sherry: Firearm + Defense + J'avo Killer; for melee, Melee + J'avo Killer + Defense (Hand-to-Hand and the Stun Rod scale with Melee). - Ada / Agent: Firearm + Defense + Quick Reload or Crossbow Master; in Ada Chapter 2, Zombie Hunter as the third. Don't buy Team-Up, Field Medic or Lone Wolf for split-screen: they only affect an AI partner.

Bought on the end-of-chapter screen or in Play Game > Campaign > Skill Settings (once you've cleared the first chapter). Switched at any time with − > Change skills.

Firearm + Defense + the campaign's enemy skill is the base set for both players; build a second set for bosses and switch with − before the fight.

Card →

Firearm Skill

Damage of every firearm +10% / +20% / +50% (one source says +30% at Lv3; three say +50%).

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 12,000 / 29,000 / 75,000 SP (116,000 total)

Essential: Lv1 as soon as you can and Lv3 as the big buy. With Lv3 on Normal, a point-blank shotgun blast kills a Bloodshot.

Card →

Melee Skill

Melee damage +10% / +20% / +50%: physical attacks, the Stun Rod, both knives and Hand-to-Hand.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 10,000 / 25,000 / 75,000 SP (110,000 total)

For Jake and Sherry, whose game revolves around melee; everyone else, after Firearm.

Card →

Defense Skill

Damage taken ×0.8 / ×0.7 / ×0.5. It's unclear whether it covers every attack or only enemy firearms.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 3,200 / 28,000 / 80,000 SP (111,200 total)

The other essential buy: Lv1 costs only 3,200.

Card →

Lock-On Skill

The red aiming dot drifts less after each shot.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 2,800 / 31,000 SP (33,800 total)

Lv1 is cheap and helps Piers and the Chris Chapter 4 snipers; Lv2 isn't worth 31,000 early on.

Card →

Rock Steady Skill

Less reticle kick from recoil.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 3,500 / 33,000 SP (36,500 total)

Optional: Lock-On gives more per SP.

Card →

Critical Hit Skill

Critical chance +50% / +75% / +100% (relative to the weapon's own). One source lists Lv1 at 7,500; four at 3,500.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 3,500 / 13,000 / 32,000 SP (48,500 total)

Lv1 is cheap; it pairs well with the Nine-Oh-Nine (12.5% crit).

Card →

Piercing Skill

Bullets pierce +1 / +2 / +3 enemies. It doesn't affect the Crossbow or the grenade launchers.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 12,000 / 28,000 / 55,000 SP (95,000 total)

Good in zombie-packed corridors, but expensive early on.

Card →

J'avo Killer Skill

Damage against J'avo +20% / +50%.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Unlocks after killing 30 J'avo. · 3,000 / 25,000 SP (28,000 total)

Lv2 is a must in Chris's and Jake's campaigns.

Card →

Zombie Hunter Skill

Damage against zombies +20% / +50%.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Unlocks after killing 30 zombies. · 3,000 / 25,000 SP (28,000 total)

Lv2 for Leon's campaign and for Ada Chapter 2.

Card →

Quick Reload Skill

Reloads 20% faster.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 10,000 SP

A good third slot for Ada and for the slow shotguns.

Card →

Last Shot Skill

The last round in the magazine deals +300%.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 55,000 SP

Niche: it means reloading one round at a time. Skip it.

Card →

Shooting Wild Skill

Removes the reticle and the scope; in exchange, +50% damage.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 65,000 SP

Avoid it: no scope means no sniping.

Card →

Combat Gauge Boost Skill

Combat gauge +3 / +5 blocks (from 5 to 8 and to 10).

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 70,000 / 90,000 SP (160,000 total)

A late-game luxury; worth it if you melee a lot (Jake).

Card →

Breakout Skill

Fewer inputs to break free from a grab.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 2,800 SP

Cheap and useful against the Rasklapanje's grabs, Carla's hands and the Ubistvo.

Card →

Item Drop Increase Skill

Enemies drop items more often (+40% per one source). The Mercenaries has its own version.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 3,500 SP

The best first-chapter buy: more ammo and more SP.

Card →

Recovery Skill

When dying you get up on your own in 10 s / 7 s instead of 15 s.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 10,000 / 70,000 SP (80,000 total)

Lv1 for a defensive set; in co-op your partner usually revives you sooner.

Card →

Team-Up Skill

An AI partner within 5 m deals as much damage as you. Single player only.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 14,000 SP

Don't buy it: in split-screen it almost certainly does nothing, and Ada's campaign has no AI partner.

Card →

Field Medic Skill

The AI partner gives you 1-2 / 2-4 tablets when rescuing you. Single player only.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 12,000 / 95,000 SP (107,000 total)

Don't buy it for split-screen.

Card →

Lone Wolf Skill

The AI partner won't help you. Single player only.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Available from the start. · 100 SP

Good for the One Is Better Than None achievement (the cheapest skill) and for Down, Not Out solo; in co-op your partner just doesn't revive you.

Card →

Grenade Power-Up Skill

+100% damage with thrown grenades.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Unlocks after 800 grenade kills. · 40,000 SP

Slow to unlock; only worth it if you use a lot of grenades.

Card →

Machine Pistol Master Skill

+100% damage with the MP-AF and the Ammo Box 50.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Unlocks after 1,500 machine pistol kills. · 38,000 SP

Of little use: those are support guns.

Card →

Crossbow Master Skill

+100% damage with the Crossbow.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Unlocks after 800 crossbow kills. · 40,000 SP

Ada's best third slot once it unlocks.

Card →

Infinite Handgun Skill

Infinite ammo for handguns; you still reload. It only works if the Infinite Ammo option is set to Allow when the chapter starts.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Unlocks after clearing all 4 campaigns (any difficulty). · 79,000 SP

Cheap for its class, but handguns hit weakly.

Card →

Infinite Shotgun Skill

Infinite ammo for shotguns; you still reload. It only works if the Infinite Ammo option is set to Allow when the chapter starts.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Unlocks after clearing all 4 campaigns (any difficulty). · 89,000 SP

Recommended for Chris and Ada on higher difficulties.

Card →

Infinite Magnum Skill

Infinite ammo for magnums; you still reload. It only works if the Infinite Ammo option is set to Allow when the chapter starts.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Unlocks after clearing all 4 campaigns (any difficulty). · 99,000 SP

The favourite with Firearm Lv3 for Leon and Jake: it lets you skip Simmons phases.

Card →

Infinite Sniper Rifle Skill

Infinite ammo for sniper rifles; you still reload. It only works if the Infinite Ammo option is set to Allow when the chapter starts.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Unlocks after clearing all 4 campaigns (any difficulty). · 79,000 SP

Only for whoever plays Piers or Ada as support.

Card →

Infinite Machine Pistol Skill

Infinite ammo for machine pistols; you still reload. It only works if the Infinite Ammo option is set to Allow when the chapter starts.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Unlocks after clearing all 4 campaigns (any difficulty). · 89,000 SP

Skippable.

Card →

Infinite Assault Rifle Skill

Infinite ammo for assault rifles; you still reload. It only works if the Infinite Ammo option is set to Allow when the chapter starts.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Unlocks after clearing all 4 campaigns (any difficulty). · 89,000 SP

The best one for Chris and useful for Jake and Ada with the Bear Commander.

Card →

Infinite Grenade Launcher Skill

Infinite ammo for the Grenade Launcher; you still reload. It only works if the Infinite Ammo option is set to Allow when the chapter starts.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Unlocks after clearing all 4 campaigns (any difficulty). · 99,000 SP

Unlimited Explosive rounds: the boss option for Chris and Piers.

Card →

Infinite Crossbow Skill

Infinite ammo for the Crossbow; you still reload. It only works if the Infinite Ammo option is set to Allow when the chapter starts.

End-of-chapter screen or Play Game > Campaign > Skill Settings. Unlocks after clearing all 4 campaigns (any difficulty). · 79,000 SP

With infinite Pipebomb arrows, Carla and Simmons stop being a problem.

Card →

Creature Offense Skill (Agent Hunt)

Your creature's damage +10% / +20% / +30% (one source says +50% at Lv3).

Agent Hunt menu; paid with the same Skill Points. Agent Hunt is online only: split-screen has no invasions. · 5,000 / 15,000 / 60,000 SP (80,000 total)

Only if you play Agent Hunt online; it doesn't affect the campaign. Whether it counts for Mad Skillz is unconfirmed.

Card →

Creature Defense Skill (Agent Hunt)

Damage taken −10% / −20% / −30%.

Agent Hunt menu; paid with the same Skill Points. Agent Hunt is online only: split-screen has no invasions. · 5,000 / 15,000 / 60,000 SP (80,000 total)

Only if you play Agent Hunt online; it doesn't affect the campaign. Whether it counts for Mad Skillz is unconfirmed.

Card →

Creature Health Skill (Agent Hunt)

Health +20% / +50% / +100%.

Agent Hunt menu; paid with the same Skill Points. Agent Hunt is online only: split-screen has no invasions. · 5,000 / 15,000 / 60,000 SP (80,000 total)

Only if you play Agent Hunt online; it doesn't affect the campaign. Whether it counts for Mad Skillz is unconfirmed.

Card →

Creature Stamina Skill (Agent Hunt)

Stamina to 6 / 7 / 10 units.

Agent Hunt menu; paid with the same Skill Points. Agent Hunt is online only: split-screen has no invasions. · 5,000 / 15,000 / 60,000 SP (80,000 total)

Only if you play Agent Hunt online; it doesn't affect the campaign. Whether it counts for Mad Skillz is unconfirmed.

Card →

Go For Broke! Skill (Mercenaries)

With 30 s or less left, the combo window lasts 17 s instead of 15.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 60,000 SP (another source: 40,000)

For squeezing score out of the final stretch.

Card →

Time Bonus + Skill (Mercenaries)

Each time crystal gives 10 s more.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 90,000 SP (another source: 30,000)

The most useful one for reaching all 150 enemies.

Card →

Combo Bonus + Skill (Mercenaries)

The combo crystal lasts 10 s longer.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 50,000 SP (another source: 15,000)

Good for high ranks once you know the map.

Card →

Limit Breaker Skill (Mercenaries)

+50 points per kill past a 50 combo.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 60,000 SP (another source: 20,000)

Only if you chain long combos.

Card →

Blitz Play Skill (Mercenaries)

+50% attack right after your partner attacks.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 5,000 SP

Cheap and made for a split-screen duo.

Card →

Quick Shot Damage Skill (Mercenaries)

Quick Shot +50%.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 15,000 SP (another source: 8,000)

Good if you play on Quick Shots and melee.

Card →

Power Counter Skill (Mercenaries)

Counters +25%.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 8,000 SP (another source: 15,000)

For zombie maps, where counters are easy.

Card →

Second Wind Skill (Mercenaries)

+10% damage at 2 health blocks or less.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 6,000 SP (another source: 20,000)

Small effect.

Card →

Martial Arts Master Skill (Mercenaries)

Melee +25%, firearms −50%.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 25,000 SP (another source: 9,000)

Only for Jake or a pure-melee player.

Card →

Target Master Skill (Mercenaries)

Firearms +25%, melee −50%.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 25,000 SP (another source: 9,000)

It trades bonus time for damage: melee kills add seconds, so use it with care.

Card →

Last Stand Skill (Mercenaries)

Damage +30%, but you take triple damage.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 30,000 SP (another source: 18,000)

Risky; experts only.

Card →

Pre-emptive Strike Skill (Mercenaries)

Attacks from behind +25%.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 7,000 SP

Niche.

Card →

Dying Breath Skill (Mercenaries)

+300% damage while dying, and you recover in 5 s.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 15,000 SP (another source: 3,000)

Cheap insurance when playing solo.

Card →

Pharmacist Skill (Mercenaries)

Each tablet heals 2 blocks.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 17,000 SP (another source: 6,000)

Very good with characters that start with few tablets.

Card →

Medic Skill (Mercenaries)

Your tablets heal your teammate 1 block at any range.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 12,000 SP

For the duo: one equips this and the other a damage skill.

Card →

First Responder Skill (Mercenaries)

A partner you rescue gets up with 1 extra block.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 15,000 SP (another source: 6,000)

Useful in a duo if you go down often.

Card →

Take It Easy Skill (Mercenaries)

Health regenerates twice as fast in cover.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 20,000 SP (another source: 3,000)

Impractical: Mercenaries leaves no time for cover.

Card →

Natural Healing Skill (Mercenaries)

Health and combat gauge recover 25% faster.

The Mercenaries menu (No Mercy too). Bought separately from campaign skills, and only one can be equipped at a time. · 15,000 SP

A good all-round pick if you melee a lot.

Card →

Ammunition and grenades

Report an issue

Show diagnostics

Environment

            

Console errors

            

Failed requests