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Body Perks



Painkiller

Body perks are the ones bought in the Body tree, and they divide into three clear groups. One keeps V alive, one makes blunt weapons into a fighting style, and one does the same for shotguns and machine guns. Everything in the tree assumes V is at close range and is being shot at, because that is where the Body attribute's weapons work.


Best Body Perks


The Body Perks below are the ones almost every build of the tree ends up buying, either because a branch is bought through them or because what they unlock cannot be had any other way.

Name Image Attribute Tier Effect
Painkiller Painkiller Body Rookie (4) Unlocks slow Health Regen in combat.
Adrenaline Rush Adrenaline Rush Body Phenom (15) +35 max Health
Spontaneous Obliteration Spontaneous Obliteration Body Phenom (15) +12.5% Crit Chance at low Stamina.
Quake Quake Body Phenom (15) -15% Stamina cost for attacks with Blunt Weapons.

Gates

The tree uses the four gates every attribute tree uses. The Rookie gate holds the healing perks and the one vehicle perk, the Pro gate is where blunt weapons and heavy weapons both become usable, the Phenom gate holds the payoff perks of every branch, and the Legend gate holds the perks that narrow to a single weapon class.

A shallow investment in Body is still worth making. The healing branch starts at the first gate, and health regeneration during combat is useful to any build whatever it is holding.

Healing

Painkiller is the start of it and the perk the branch is bought through. On its own it unlocks slow health regeneration during a fight, and the perks above it multiply that trickle according to missing health, sprinting or the number of enemies standing nearby.

Adrenaline Rush is where the branch becomes a build. Its last level hands V a second bar that absorbs damage, and the perks bought from it delay the decay, add speed and damage, remove status effects and bring health items back faster.

Blunt Weapons

Wrecking Ball starts this branch, cutting the stamina cost of swings and then adding a charge that barges enemies off their feet. Quake above it ends in a ground slam with a short cooldown, which can also be performed on the way down from a height.

Around those two sit the perks that read blocking. Fly Swatter turns a raised hammer into cover against gunfire, Kinetic Absorption pays stamina and damage for a block, and Clapback makes defensive attacks and counterattacks land knockdowns and stuns. The branch finishes with a finisher that throws the body into whoever is standing nearby.

Heavy Weapons

Die! Die! Die! starts this branch, and it inverts the usual advice about stamina. Low stamina is where the critical hits and the fire rate are highest, so a build is strongest at the point most players would stop firing.

Spontaneous Obliteration carries it the rest of the way, ending in Obliterate, a chance to tear a wounded enemy apart outright. The perks above it strip armour, speed up reloads after a dismemberment, raise quick melee damage and refill a light machine gun from kills.

Notes

Fury Road sits outside all three groups and belongs to anyone who drives. V takes no damage as a passenger in a collision, the car takes much less, and whatever is hit takes far more.

The Solo skill rises alongside this tree and rewards the same fighting, with fists and Gorilla Arms named in several of its rewards.

All Body Perks