When it does work, having your own little squad of suicide bombers is fun, but it’s the cost that really puts me off. When in doubt, go with the SUCC.Įnslave (costs 10…by itself) I like the tazer like any man, but it’s a 4 extra points just to get this ability to behave itself. This is one of my go-to abilities when making a character because of how much you end up surviving. Remember what I just said about random chance? This ability has a small bit of it, but you’ll still get at least 1 hp per succ so that’s always good. Don’t use this on “everybody hates you” mode or you’ll have a bad time. The killer robots that get sent after you can also be hacked though, so that’s kinda funny.īite (costs 10 points) Absolutely godlike ability when the enemies have high health. I’ve personally got terrible luck, so I dislike using abilties with random chance attached. Don’t get me wrong, when the alarm doesn’t go off, this ability is godlike, but the alarm goes off far too often. Laptop (costs 7 points) I think that, in its current state, it is far too punishing to use this. With an ability like this being pretty luck based, I tend to avoid using it. But most of the time, I find people will end up being annoyed by you. Joke (costs 7 points) Getting people to like you is ok. Not the best for sustaining yourself, but certainly the best for stopping fights before they can begin. When paired with backstabber, you can take out a hefty number of targets very easily and very quickly. Only use this if you’re making a custom zombie character, and even then, the base zombie works fine.Ĭamouflage (costs 7 points) Easily one of my favorite abilities and ridiculously useful. But unless you use certain perks, the zombies that your zombies make will still attack you, and everyone will try to attack your zombies. Zombie Phlegm (costs 5 points) making your own follower is cool n all.
Worth playing around with for entertainment value, but it won’t make you overpowered. Toss (costs 5 points) Entertaining as all hell.
Just don’t try to do it in front of someone, or you will have made a new enemy. Steal an item from whoever you’re behind. Sticky Glove (costs 5 points) Fun to use, but honestly pretty weak. It isn’t a bad perk by any means, just not one of my favorites. However, the damage isn’t anything to really write home about as unless you have time to charge it, you will probably get hit while channeling. does not break walls and has a short range. Primal Lunge (costs 5 points) This skill is similar to the Charge perk in that it has a small wind-up time and does quite a bit of damage. It functions well with the Master of Disaster perk that the Jock has, however, I’d say avoid it as there are plenty of other ways to get to what you want. The problem is this ability is loud and you can’t stop till you hit something unbreakable by normal means. Special Abilities and My FavoritesĬharge (costs 5 points) This skill allows you to break down pesky walls and other breakable objects. Melee and guns are obviously up to player preference, but I tend not to level them up at all due to the perks I typically like to pick. Obviously, being able to take more hits is better, however, there are other ways to go about doing that. Health is important enough to consider leveling up, but it isn’t so important that you should feel obligated to level it up. Furthermore, speed can be the difference between getting in and out unseen and getting trapped in a corner by guns and melee weapons. Speed allows you to catch up to people quicker, run away, and most importantly, dodge. Of these four stats, seek to prioritize speed over all else. Best Stats to PickĮach of the stats cost 2 points each to upgrade. Streets of rogue is a game that can appeal to many people with many playstyles. This is all based on my opinion, and is influenced by my particular playstyle.
This guide is for those who have unlocked all characters or those who don’t mind seeing spoilers for the mechanics of some of the game’s base classes.