Friends vs Friends

Friends vs Friends

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Ultimate Perk Guide
By Sk8erSkaven (Washed)
Perk Cards are perhaps one of the less intuitive mechanics in the game for new players. As most of its explanation is reduced to a small blurb text in the in-game "How to play" Guide, we often find many new players on the BWG Discord server asking "why their opponents play cards before the round starts". This guide aims to explain the Perk Cards mechanic in-depth, as well as how to make the most of them in regular matchmaking.
   
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What are perks?
When the game matches players with a considerable rank gap between them, it assigns Perk Cards to the low rank player(s) in the lobby, in order to help them perform better against more experienced players.

These perks act as persistent buffs that last for the whole match; triggering at the start of each round, during the countdown. These are signified as light green cards with a seal in the corner.

How do perks work?
Perks are based on how big the rank disparity between players is. For each 3 rank levels of difference plus 1, from the highest rank in the current lobby, the low-ranking player(s) receive a stronger set of perks to help them, up to four tiers.

For example: a Bronze 1 player against a Silver 2 player would receive a Tier I set of perks, while a Newcomer 1 would receive a Tier II set of perks.

Perks are also based on the character used, as they are meant to synergize with a character's passive ability by amplifying their strengths and minimizing their weaknesses. Perks per character are detailed in its own section.

For example: Sable Santana receives more movement options, while Klustr Jr. receives more turrets.

Finally, all perks received are equal to their level 1 card counterpart, meaning they're not as strong as a fully levelled playing card, even if said card was levelled up by the player.
How to know when players have perks
At the beginning of the match, a player receiving perks is signified as their cardback flipping and showing a yellow character standing on boxes.






Depending on what tier of perks the player received, it'll show as one, two, or three boxes.
IMPORTANT:

The number of boxes does NOT one-to-one correspond to which tier level of perks the player got, just approximate to it. In the following table, it shows the relation between boxes and perk tier level.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Perks per Character (Pt. 1)
Moose Salto
⠀⠀Tier IV
⠀⠀⠀⠀(3⠀boxes)⠀⠀⠀⠀
⠀⠀Tier III
⠀⠀⠀(3-2⠀boxes)⠀⠀⠀
⠀⠀Tier II
⠀⠀⠀(2-1⠀boxes)⠀⠀⠀
⠀⠀⠀Tier I
⠀⠀⠀⠀⠀(1⠀box)⠀⠀⠀⠀
⠀> More Accuracy
⠀> Steel Bullets
⠀> Silent Steps
⠀> More Accuracy
⠀> Silent Steps
⠀> Health Up
⠀> More Accuracy
⠀> Silent Steps
⠀> More Accuracy



Duck Anderson
⠀⠀Tier IV
⠀⠀⠀⠀(3⠀boxes)⠀⠀⠀⠀
⠀⠀Tier III
⠀⠀⠀(3-2⠀boxes)⠀⠀⠀
⠀⠀Tier II
⠀⠀⠀(2-1⠀boxes)⠀⠀⠀
⠀⠀⠀Tier I
⠀⠀⠀⠀⠀(1⠀box)⠀⠀⠀⠀
⠀> Big Mag
⠀> Poison Bullets
⠀> Small Head
⠀> Poison Bullets
⠀> Big Mag
⠀> Small Head
⠀> Big Mag



DJ Newton
⠀⠀Tier IV
⠀⠀⠀⠀(3⠀boxes)⠀⠀⠀⠀
⠀⠀Tier III
⠀⠀⠀(3-2⠀boxes)⠀⠀⠀
⠀⠀Tier II
⠀⠀⠀(2-1⠀boxes)⠀⠀⠀
⠀⠀⠀Tier I
⠀⠀⠀⠀⠀(1⠀box)⠀⠀⠀⠀
⠀> Quick Reload
⠀> Big Mag
⠀> Steel Bullets
⠀> Quick Reload
⠀> Steel Bullets
⠀> Quick Reload
⠀> Big Mag
⠀> Quick Reload



Spike Remington
⠀⠀Tier IV
⠀⠀⠀⠀(3⠀boxes)⠀⠀⠀⠀
⠀⠀Tier III
⠀⠀⠀(3-2⠀boxes)⠀⠀⠀
⠀⠀Tier II
⠀⠀⠀(2-1⠀boxes)⠀⠀⠀
⠀⠀⠀Tier I
⠀⠀⠀⠀⠀(1⠀box)⠀⠀⠀⠀
⠀> Big Mag
⠀> Quick Reload
⠀> Steel Bullets
⠀> Big Mag
⠀> Steel Bullets
⠀> Big Mag
⠀> Quick Reload
⠀> Big Mag



Stevie Gull
⠀⠀Tier IV
⠀⠀⠀⠀(3⠀boxes)⠀⠀⠀⠀
⠀⠀Tier III
⠀⠀⠀(3-2⠀boxes)⠀⠀⠀
⠀⠀Tier II
⠀⠀⠀(2-1⠀boxes)⠀⠀⠀
⠀⠀⠀Tier I
⠀⠀⠀⠀⠀(1⠀box)⠀⠀⠀⠀
⠀> Quick Reload
⠀> More Accuracy
⠀> Big Mag
⠀> Quick Reload
⠀> Big Mag
⠀> Quick Reload
⠀> More Accuracy
⠀> Quick Reload



Donnie B.
⠀⠀Tier IV
⠀⠀⠀⠀(3⠀boxes)⠀⠀⠀⠀
⠀⠀Tier III
⠀⠀⠀(3-2⠀boxes)⠀⠀⠀
⠀⠀Tier II
⠀⠀⠀(2-1⠀boxes)⠀⠀⠀
⠀⠀⠀Tier I
⠀⠀⠀⠀⠀(1⠀box)⠀⠀⠀⠀
⠀> Big Mag
⠀> Small Head
⠀> Vampire Bullets
⠀> Big Mag
⠀> Vampire Bullets
⠀> Big Mag
⠀> Small Head
⠀> Big Mag



Myk Raver
⠀⠀Tier IV
⠀⠀⠀⠀(3⠀boxes)⠀⠀⠀⠀
⠀⠀Tier III
⠀⠀⠀(3-2⠀boxes)⠀⠀⠀
⠀⠀Tier II
⠀⠀⠀(2-1⠀boxes)⠀⠀⠀
⠀⠀⠀Tier I
⠀⠀⠀⠀⠀(1⠀box)⠀⠀⠀⠀
⠀> More Accuracy
⠀> Move Faster
⠀> Vampire Bullets
⠀> More Accuracy
⠀> Move Faster
⠀> Quick Reload
⠀> More Accuracy
⠀> Move Faster
⠀> More Accuracy



Little Lars
⠀⠀Tier IV
⠀⠀⠀⠀(3⠀boxes)⠀⠀⠀⠀
⠀⠀Tier III
⠀⠀⠀(3-2⠀boxes)⠀⠀⠀
⠀⠀Tier II
⠀⠀⠀(2-1⠀boxes)⠀⠀⠀
⠀⠀⠀Tier I
⠀⠀⠀⠀⠀(1⠀box)⠀⠀⠀⠀
⠀> Bomb Belt
⠀> Health Up
⠀> Bigger Explosions
⠀> Bomb Belt
⠀> Bigger Explosions
⠀> Bomb Belt
⠀> Health Up
⠀> Bomb Belt



Sable Santana
⠀⠀Tier IV
⠀⠀⠀⠀(3⠀boxes)⠀⠀⠀⠀
⠀⠀Tier III
⠀⠀⠀(3-2⠀boxes)⠀⠀⠀
⠀⠀Tier II
⠀⠀⠀(2-1⠀boxes)⠀⠀⠀
⠀⠀⠀Tier I
⠀⠀⠀⠀⠀(1⠀box)⠀⠀⠀⠀
⠀> Big Mag
⠀> Double Jump
⠀> Move Faster
⠀> Big Mag
⠀> Quick Reload
⠀> Double Jump
⠀> Big Mag
⠀> Quick Reload
⠀> Big Mag



Haru
⠀⠀Tier IV
⠀⠀⠀⠀(3⠀boxes)⠀⠀⠀⠀
⠀⠀Tier III
⠀⠀⠀(3-2⠀boxes)⠀⠀⠀
⠀⠀Tier II
⠀⠀⠀(2-1⠀boxes)⠀⠀⠀
⠀⠀⠀Tier I
⠀⠀⠀⠀⠀(1⠀box)⠀⠀⠀⠀
⠀> Quick Reload
⠀> Health Up
⠀> Phantom Bullets
⠀> Quick Reload
⠀> Phantom Bullets
⠀> Quick Reload
⠀> Health Up
⠀> Quick Reload



Klustr Jr.
⠀⠀Tier IV
⠀⠀⠀⠀(3⠀boxes)⠀⠀⠀⠀
⠀⠀Tier III
⠀⠀⠀(3-2⠀boxes)⠀⠀⠀
⠀⠀Tier II
⠀⠀⠀(2-1⠀boxes)⠀⠀⠀
⠀⠀⠀Tier I
⠀⠀⠀⠀⠀(1⠀box)⠀⠀⠀⠀
⠀> Big Mag
⠀> Health Up
⠀> Bat Turret Lover
⠀> Big Mag
⠀> Bat Turret Lover
⠀> Big Mag
⠀> Health Up
⠀> Big Mag



Ribberto Mulligan
⠀⠀Tier IV
⠀⠀⠀⠀(3⠀boxes)⠀⠀⠀⠀
⠀⠀Tier III
⠀⠀⠀(3-2⠀boxes)⠀⠀⠀
⠀⠀Tier II
⠀⠀⠀(2-1⠀boxes)⠀⠀⠀
⠀⠀⠀Tier I
⠀⠀⠀⠀⠀(1⠀box)⠀⠀⠀⠀
⠀> Quick Reload
⠀> More Accuracy
⠀> Steel Bullets
⠀> Quick Reload
⠀> More Accuracy
⠀> Health Up
⠀> Quick Reload
⠀> More Accuracy
⠀> Quick Reload
Perks per Character (Pt. 2)
Margarita Kala
⠀⠀Tier IV
⠀⠀⠀⠀(3⠀boxes)⠀⠀⠀⠀
⠀⠀Tier III
⠀⠀⠀(3-2⠀boxes)⠀⠀⠀
⠀⠀Tier II
⠀⠀⠀(2-1⠀boxes)⠀⠀⠀
⠀⠀⠀Tier I
⠀⠀⠀⠀⠀(1⠀box)⠀⠀⠀⠀
⠀*

⠀*

⠀> Move Faster
⠀> Health Up
⠀> Move Faster



Dale Donovan
⠀⠀Tier IV
⠀⠀⠀⠀(3⠀boxes)⠀⠀⠀⠀
⠀⠀Tier III
⠀⠀⠀(3-2⠀boxes)⠀⠀⠀
⠀⠀Tier II
⠀⠀⠀(2-1⠀boxes)⠀⠀⠀
⠀⠀⠀Tier I
⠀⠀⠀⠀⠀(1⠀box)⠀⠀⠀⠀
⠀*

⠀*

⠀> Move Faster
⠀> Silent Steps
⠀> Move Faster

* I wasn't able to find these perk configurations due to both Margarita and Dale being endgame characters, thus not being as prominent around Newcomer & Bronze players.



FKF_Dingo



⠀Dingo nor any of their skins receive any perks, regardless
⠀of any rank difference.
Tips and Tricks
  • Perks are a great indicator of a player's expected skill in a match. More perks means lower ranks, thus less experience and playtime; and the opposite is true in the other case. You can use this information to adjust your playstyle however you deem fitting.

  • If you see yourself receiving a high amount of perks, it means your opponent tremendously surpasses your current rank, and it could be bound to be a difficult game. If that's the case, don't panic and use your resources wisely.

  • Cards like Big Mag, Quick Reload and Health Up are very common perks among all characters. These allow you to be a bit more aggressive in exchanges, by shortening the span of time you need to reload and take cover.

  • Klustr Jr. and Little Lars have the most significant perks in terms of gameplay since they receive helper cards each round instead of buff cards. (Bat-turrets and Bomb Belt, respectively).

  • Myk Raver and Donnie B. both receive Vampire Bullets on their highest perk tier, meaning they can consistently siphon health and become particularly hard to kill through the whole duration of the match. Use them if you go against particularly hard opponents.

  • Spike Remington receives Steel Bullets, which already stacks with their damage increase. Pairing it with a playable Steel Bullets card makes them extremely scary when it comes to dealing a high DPS.

  • Haru receives Phantom bullets. This comes particularly handy in the map Museum, which offers you a direct line of sight behind the glass to deal damage up to half their health before they can take cover or jump to the other side.

  • Duck Anderson receives Poison bullets. These can chip a decent amount of health and can give you a nice head start if you correctly pair it with your Green Herb. However, be wary as your opponent could counterpick Siaro, making the match even harder for yourself due to him healing from your Poison.

  • Since Dingo nor their Skins receive any perks regardless of the rank difference, you can pick them to effectively deny this information to your opponent and give them a harder read on you. This also means you won't receive perks (if you were eligible to do so), thus making the game slightly more difficult for you.

  • At the end of the day, while perks can be pretty useful if used mindfully, they still provide just a marginal advantage over several other more important factors. A good deck composition, map knowledge, correct positioning, card counterplay, and game understanding is what ultimately will either win or cost you a match.
Closing Notes

If you have any questions or comments regarding this guide, please feel free to leave a comment below or contact me in the BWG Server.

⠀See you In-game!

⠀⠀~ Sk8erSkaven
2 Comments
★彡[Tavish]彡★ 26 Jan @ 5:34am 
You should stop using cheats, that is wrong and you ruin other people's game, stop this once and for all.:steamfacepalm:
Big Hooter 12 Jan @ 9:49pm 
Excellent guide, I had no idea the perk system was this complex.