Killing Floor 3

Killing Floor 3

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Here is the List of All Attachment Passives For Weapons + Melee
By Hellbendzor and 1 collaborators
This guide provides an extensive list of all weapon and melee attachment passives in Killing Floor 3, organized by category for easy reference. Each passive is detailed with its effects. Whether you're aiming to optimize your loadout for specific playstyles or seeking synergies between attachments, this guide serves as a valuable resource to enhance your Killing Floor 3 experience.
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All Ammo Passives
(Ammo Efficiency) - Increase Damage By 7 When Magazine Is At Or Below 1/4 Capacity.
(Armor Repair) - 3% Chance To Refill Armor To 20% After Destroying Enemy's Limb Or Armor.
(Armored Allies) - Teammates Within 10m Have A 5% Chance To Gain 5 Armor After Killing An Enemy.
(Combat Cure) - 3% Chance To Heal 5% HP On Killshot.
(Critical Exposure) - Next Round Deals 10 Additional Damage After Destroying Enemy's Limb Or Armor.
(Critical Strikes) - Each Shot Has A 1.5% Chance To Deal 150% Damage.
(Deadlier Zed Time) - Teammates Within 10m Deal 2.5% Bonus Weapon Damage During Zed Time.
(Deadly Resupply) - 33% Chance To Return 1 Round To The Magazine On Killshot.
(First Strike) - Increases Damage By 35 For First Shot With A Fully Loaded Magazine.
(Panic Attack) - 10 Panic Power.
(Squad Strength) - Gain 1% Bonus Damage For Each Teammate Within 10m.
(Stumblesome) - 20 Stumble Power.
(Surrounded Strike) - Bonus 5 Damage When Within 10m Of 3 Or More Enemies.
(Toxicity) - 15 Toxic Power.
(Zed Time Reload) - 20% Chance To Fully Refill Magazine From Reserves After Zed Time Triggers.


All Barrel Passives
(Agile Aiming) - Reduce Spread While Moving By 10%.
(Allied Zed Time) - Zed Time Gain Multiplier Is Increased By 15% If At Least 1 Teammate Is Within 10m.
(Armor Repair) - 3% Chance To Refill Armor To 20% After Destroying Enemy's Limb Or Armor.
(Blood Transfusion) - Regen 1HP/S While Below 25% HP.
(Boss Buffer) - Damage From Bosses Reduced By 5%.
(Combat Coordination) - Deal 3% Bonus Damage When Within 10m Of At Least 1 Teammate.
(Coordinated Carnage) - Teammates Within 10m Gain 3% Bonus Damage For 3 Seconds After Killing An Enemy.
(Deadlier Zed Time) - Teammates Within 10m Deal 2.5% Bonus Weapon Damage During Zed Time.
(Deadly Resupply) - 33% Chance To Return 1 Round To The Magazine On Killshot.
(Kill Shield) - Reduce Incoming Damage By 5% For 5s On Killshot.
(Last Stand) - Deal 4% Additional Damage When At Or Below 20% HP.
(Long-Distance Operator) - Deal 2% Bonus Damage When No Enemies Within 10m.
(Melee Master) - Deal 2.5% More Melee Damage And 20% More Bash Damage.
(Stumblesome) - 20 Stumble Power.
(Zed Time Rampage) - Increases Melee And Bash Damage By 20% During Zed Time.
All Underbarrel Passives
(Agile Aiming) - Reduce Spread While Moving By 10%.
(Allied Zed Time) - Zed Time Gain Multiplier Is Increased By 15% If At Least 1 Teammate Is Within 10m.
(Ammo Efficiency) - Increase Damage By 7 When Magazine Is At Or Below 1/4 Capacity.
(Armor Repair) - 3% Chance To Refill Armor To 20% After Destroying Enemy's Limb Or Armor.
(Blood Transfusion) - Regen 1HP/S While Below 25% HP.
(Boss Bash Team-Up) - Teammates Within 10m Deal 5% Bonus Damage Against Bosses.
(Boss Basher) - Deal 5% More Damage To Bosses.
(Bounce Back) - 4% Chance To Immediately Restore 50% Of Damage Received After Each Hit Taken.
(Coordinated Carnage) - Teammates Within 10m Gain 3% Bonus Damage For 3 Seconds After Killing An Enemy.
(First Strike) - Increases Damage By 35 For First Shot With A Fully Loaded Magazine.
(Kill Shield) - Reduce Incoming Damage By 5% For 5s On Killshot.
(Killshot Cure) - Teammates With The Lowest Health Within 10m Gain 1HP After Killing An Enemy.
(Last Stand) - Deal 4% Additional Damage When At Or Below 20% HP.
(Melee Master) - Deal 2.5% More Melee Damage And 20% More Bash Damage.
(Zed Time Rampage) - Increases Melee And Bash Damage By 20% During Zed Time.
All Sight Passives
(Armored Allies) - Teammates Within 10m Have A 5% Chance To Gain 5 Armor After Killing An Enemy.
(Boss Basher) - Deal 5% More Damage To Bosses.
(Boss Bash Team-Up) - Teammates Within 10m Deal 5% Bonus Damage Against Bosses.
(Boss Buffer) - Damage From Bosses Reduced By 5%.
(Combat Coordination) - Deal 3% Bonus Damage When Within 10m Of At Least 1 Teammate.
(Critical Exposure) - Next Round Deals 10 Additional Damage After Destroying Enemy's Limb Or Armor.
(Critical Strikes) - Each Shot Has A 1.5% Chance To Deal 150% Damage.
(Deadlier Zed Time) - Teammates Within 10m Deal 2.5% Bonus Weapon Damage During Zed Time.
(Kill Shield) - Reduce Incoming Damage By 5% For 5s On Killshot.
(Killshot Cure) - Teammates With The Lowest Health Within 10m Gain 1HP After Killing An Enemy.
(Last Stand) - Deal 4% Additional Damage When At Or Below 20% HP.
(Long-Distance Operator) - Deal 2% Bonus Damage When No Enemies Within 10m.
(Panic Attack) - 10 Panic Power.
(Squad Strength) - Gain 1% Bonus Damage For Each Teammate Within 10m.
(Surrounded Strike) - Bonus 5 Damage When Within 10m Of 3 Or More Enemies.
All Magazine Passives
(Allied Zed Time) - Zed Time Gain Multiplier Is Increased By 15% If At Least 1 Teammate Is Within 10m.
(Ammo Efficiency) - Increase Damage By 7 When Magazine Is At Or Below 1/4 Capacity.
(Blood Transfusion) - Regen 1HP/S While Below 25% HP.
(Bounce Back) - 4% Chance To Immediately Restore 50% Of Damage Received After Each Hit Taken.
(Boss Basher) - Deal 5% More Damage To Bosses.
(Boss Buffer) - Damage From Bosses Reduced By 5%.
(Combat Cure) - 3% Chance To Heal 5% HP On Killshot.
(Critical Exposure) - Next Round Deals 10 Additional Damage After Destroying Enemy's Limb Or Armor.
(Deadly Resupply) - 33% Chance To Return 1 Round To The Magazine On Killshot.
(First Strike) - Increases Damage By 35 For First Shot With A Fully Loaded Magazine.
(Long-Distance Operator) - Deal 2% Bonus Damage When No Enemies Within 10m.
(Squad Strength) - Gain 1% Bonus Damage For Each Teammate Within 10m.
(Surrounded Strike) - Bonus 5 Damage When Within 10m Of 3 Or More Enemies.
(Toxicity) - 15 Toxic Power.
(Zed Time Reload) - 20% Chance To Fully Refill Magazine From Reserves After Zed Time Triggers.
All Internal Passives:
(Agile Aiming) - Reduce Spread While Moving By 10%.
(Armored Allies) - Teammates Within 10m Have A 5% Chance To Gain 5 Armor After Killing An Enemy.
(Bounce Back) - 4% Chance To Immediately Restore 50% Of Damage Received After Each Hit Taken.
(Boss Bash Team-Up) - Teammates Within 10m Deal 5% Bonus Damage Against Bosses.
(Combat Coordination) - Deal 3% Bonus Damage When Within 10m Of At Least 1 Teammate.
(Combat Cure) - 3% Chance To Heal 5% HP On Killshot.
(Coordinated Carnage) - Teammates Within 10m Gain 3% Bonus Damage For 3 Seconds After Killing An Enemy.
(Critical Strikes) - Each Shot Has A 1.5% Chance To Deal 150% Damage.
(Killshot Cure) - Teammates With The Lowest Health Within 10m Gain 1HP After Killing An Enemy.
(Melee Master) - Deal 2.5% More Melee Damage And 20% More Bash Damage.
(Panic Attack) - 10 Panic Power.
(Stumblesome) - 20 Stumble Power.
(Toxicity) - 15 Toxic Power.
(Zed Time Rampage) - Increases Melee And Bash Damage By 20% During Zed Time.
(Zed Time Reload) - 20% Chance To Fully Refill Magazine From Reserves After Zed Time Triggers.
All Coating Passives
(Armor Repair) - 3% Chance To Refill Armor To 20% After Destroying Enemy's Limb Or Armor.
(Boss Basher) - Deal 5% More Damage To Bosses.
(Combat Coordination) - Deal 3% Bonus Damage When Within 10m Of At Least 1 Teammate.
(Coordinated Carnage) - Teammates Within 10m Gain 3% Damage Buff For 3 Seconds After Killing An Enemy.
(Killshot Cure) - Teammates With The Lowest Health Within 10m Gain 1 HP After Killing An Enemy.
(Long Distance Operator) - Deal 2% Bonus Damage When No Enemies Are Within 10m.
(Melee Master) - Deal 2.5% More Melee Damage And 20% More Bash Damage.
(Squad Strength) - Gain 1% Bonus Damage For Each Teammate Within 10m.
All Grips (Melee) Passives
(Blood Transfusion) - Regen 1 HP Per Second While Below 25% HP.
(Boss Buffer) - Damage From Bosses Reduced By 5%.
(Bounce Back) - 4% Chance To Immediately Restore 50% Of Damage Received After Each Hit Taken.
(Kill Shield) - Reduce Incoming Damage By 5% For 5 Seconds On Killshot.
(Last Stand) - Deal 4% Additional Damage When At Or Below 20% HP.
(Melee Master) - Deal 2.5% More Melee Damage And 20% More Bash Damage.
(Panic Attack) - 10 Additional Panic Power.
(Surrounded Strike) - Bonus 5 Damage When Within 10m Of 3 Or More Enemies.


All Blade Passives
(Boss Basher) - Deal 5% More Damage To Bosses.
(Boss Buffer) - Damage From Bosses Reduced By 5%.
(Bounce Back) - 4% Chance To Immediately Restore 50% Of Damage Received After Each Hit Taken.
(Combat Coordination) - Deal 3% Bonus Damage When Within 10m Of At Least 1 Teammate.
(Combat Cure) - 3% Chance To Heal 5% HP On A Killshot.
(Panic Attack) - 10 Additional Panic Power.
(Toxicity) - 15 Additional Toxic Power.
(Zed Time Rampage) - Increases Melee And Bash Damage By 20% During Zed Time.
All Guard Passives
(Blood Transfusion) – Regen 1 HP Per Second While Below 25% HP.
(Boss Buffer) – Damage From Bosses Reduced By 5%.
(Combat Cure) – 3% Chance To Heal 5% HP On A Killshot.
(Kill Shield) – Reduce Incoming Damage By 5% For 5 Seconds On Killshot.
(Last Stand) – Deal 4% Additional Damage When At Or Below 20% HP.
(Panic Attack) – 10 Additional Panic Power.
(Surrounded Strike) – Bonus 5 Damage When Within 10m Of 3 Or More Enemies.
(Zed Time Rampage) – Increases Melee And Bash Damage By 20% During Zed Time.
All Pommel Passives
(Bounce Back) - 4% Chance To Immediately Restore 50% Of Damage Received After Each Hit Taken.
(Combat Coordination) - Deal 3% Bonus Damage When Within 10m Of At Least 1 Teammate.
(Kill Shield) - Reduce Incoming Damage By 5% For 5 Seconds On Killshot.
(Last Stand) - Deal 4% Additional Damage When At Or Below 20% HP.
(Melee Master) - Deal 2.5% More Melee Damage And 20% More Bash Damage.
(Surrounded Strike) - Bonus 5 Damage When Within 10m Of 3 Or More Enemies.
(Toxicity) - 15 Additional Toxic Power.
(Zed Time Rampage) - Increases Melee And Bash Damage By 20% During Zed Time.
All Quiver Passives
(Allied Zed Time) - Zed Time Gain Multiplier Is Increased By 15% If Atleast 1 Teammate Is Within 10m.
(Armored Allies) - Teammates Within 10m Have A 5% Chance To Gain 5 Armor After Killing An Enemy.
(Boss Bash Teamup) - Teammates Within 10m Deal 5% Bonus Damage Against Bosses.
(Critical Exposure) - Next Round Deals 10 Additional Damage After Destroying Enemy's Limb Or Armor.
(Critical Strikes) - Each Shot Has A 1.5% Chance To Deal 150% Damage.
(Deadlier Zed Time) - Teammates Within 10m Deal 2.5% Bonus Weapon Damage During Zed Time.
(Long Distance Operator) - Deal 2% Bonus Damage When No Enemies Are Within 10m.
(Stumblesome) - 20 Additional Stumble Power.
10 Comments
Hellbendzor  [author] 24 Aug @ 4:08pm 
It only seems to slightly improve acidic damage.
Mozilla_Firefox. eXe 22 Aug @ 10:31pm 
What does toxicity actually doing? For flamethrower for example.
Hellbendzor  [author] 6 Aug @ 5:13am 
@DLGS The Sixth Six

I will test this soon and will let you know.
GuanLe66 6 Aug @ 2:48am 
How does toxic power work? Does any element damage (ice, fire and wave) can trigger toxic DOT?
Jammerz Skip 5 Aug @ 3:29pm 
mega useful.

i knew i wasnt crazy when i noticed certain passives appeared on other items but not other ones.
TheFlemishGuy 4 Aug @ 10:42am 
this is actually very usefull. the passives you can get are very much less so.
thx <3
Hellbendzor  [author] 3 Aug @ 5:45am 
@Rat Bastard

Done:Fistofdosh:
Rat Bastard 3 Aug @ 3:08am 
What about the Ninjas Attachment Passives?
JustDave94 2 Aug @ 1:12am 
For people who dont want to roll out and see what they can get

Well done, thanks
Hellbendzor  [author] 30 Jul @ 12:34pm 
Made It In Alphabetical Order by Passive Name For You Guys :Clot: