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Dash



Dash
Dash
Class Reflexes Perk
Attribute Reflexes
Tier Pro (9)
Levels 2
Requires Slippery

Dash replaces V's dodge with something that covers real ground. The first level makes dodging and dashing cheaper, and the second swaps the dodge for a dash that crosses distance and climbs low obstacles on its own. Most of the movement branch of the Reflexes tree is bought through it. It is the single pick that changes how a build moves.

Effect


A dodge is a short hop meant to leave the path of one attack. A dash is travel. It crosses a doorway, closes on an enemy or breaks a line of sight, and it vaults anything low enough on the way.

Because the Reflexes tree pays V for speed, a move this fast is also a moment of real protection. The stamina cut in the first level is what makes using it repeatedly affordable.

Level Effect
1 -20% Stamina cost for dodging and dashing.
2 Unlocks the ability to Dash. Dashing replaces dodging, allowing you to cover more ground and automatically vault over low obstacles.

How to Unlock Dash


It sits behind the Pro gate of the Reflexes tree. Slippery is bought first, and both levels are needed before the dash itself replaces the dodge.

Perk Tree


Dash is bought from Slippery in the Reflexes tree.

Name Image Tier Effect
Slippery Slippery Rookie (4) The faster you move, the more difficult for enemies to shoot you. Effect increases when Dashing, dodging, sliding, sprinting and vaulting.

Buying Dash opens the perks below.

Name Image Tier Effect
Air Dash Air Dash Phenom (15) -20% Dash Stamina cost.
Can't Touch This Can't Touch This Pro (9) +100% Mitigation Chance when performing a Dash. Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default 50%).
Mad Dash Mad Dash Pro (9) +100% Dash range toward enemies.
Mean Streak Mean Streak Pro (9) +40% Stamina after neutralizing an enemy while Dashing.
Steady Grip Steady Grip Pro (9) Allows you to shoot while Dashing.

Character Builds


The build is any serious Reflexes build, because this is the perk that changes how it moves. An assault rifle, a submachine gun or a katana all benefit equally.

Buy both levels as the Pro gate opens, then Steady Grip so the dash can carry fire, then Can't Touch This and Mean Streak. Mad Dash follows for a blade build and Air Dash at the Phenom gate for anything else. The stamina the dash costs is why Mean Streak and Tailwind are both worth having.

Notes


Everything bought from it adds to the dash rather than to V. Mad Dash extends it towards enemies, Can't Touch This makes it nearly immune, Steady Grip allows firing through it, Mean Streak returns stamina for a kill during it, and Air Dash takes it into the air.

Power Slide lower in the tree lengthens the slide, which is the other fast move on foot.

All Reflexes Perks



Every reflexes perk in the game is listed below.

Name Image Tier Requires Effect
Multitasker Multitasker Rookie (4) Slippery Allows you to shoot while sprinting, sliding and vaulting.
Muscle Memory Muscle Memory Rookie (4) Slippery Allows you to reload weapons while sprinting, sliding and vaulting.
Parkour! Parkour! Rookie (4) Slippery Increased vaulting and climbing speed.
Power Slide Power Slide Rookie (4) Slippery Increased slide distance.
Slippery Slippery Rookie (4) - The faster you move, the more difficult for enemies to shoot you. Effect increases when Dashing, dodging, sliding, sprinting and vaulting.
Stuntjock Stuntjock Rookie (4) - Unlocks preem new ways to exit vehicles: Jump out. Slide out. You can also draw and fire weapons during these stunts. While driving: No bullet spread penalty from movement. -50% bullet spread overall
Bullet Deflect Bullet Deflect Pro (9) Lead And Steel When your Stamina is above 33%, blocking projectiles will Deflect them to wherever your reticle is aimed. Well-timed blocking just before being hit increases the damage you deal with deflected bullets.
Bullet Time Bullet Time Pro (9) Bullet Deflect Whenever time is slowed, Bullet Deflect does not consume Stamina and deflections automatically hit enemies for Crit Damage.
Can't Touch This Can't Touch This Pro (9) Dash +100% Mitigation Chance when performing a Dash. Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default 50%).
Dash Dash Pro (9) Slippery -20% Stamina cost for dodging and dashing.
Flash And Thunderclap Flash And Thunderclap Pro (9) Mad Dash, Seeing Double When performing Strong Attacks, you now automatically leap to enemies within range. These Leap Attacks can be also performed from midair and deal additional damage that scales with the distance of the leap (max +50%).
Lead And Steel Lead And Steel Pro (9) Slippery -15% Stamina cost attacks with Blades.
Mad Dash Mad Dash Pro (9) Dash +100% Dash range toward enemies.
Mean Streak Mean Streak Pro (9) Dash +40% Stamina after neutralizing an enemy while Dashing.
Mind Over Matter Mind Over Matter Pro (9) Ready, Rested, Reloaded -25% Recoil when aiming.
Ready, Rested, Reloaded Ready, Rested, Reloaded Pro (9) - -10% Stamina cost for shooting AR and SMGs.
Seeing Double Seeing Double Pro (9) Lead And Steel Increased damage and Stun chance with counterattacks.
Spice Of Life Spice Of Life Pro (9) Ready, Rested, Reloaded +15% weapon swap speed,. -30% bullet spread briefly after swapping weapons.
Steady Grip Steady Grip Pro (9) Dash Allows you to shoot while Dashing.
Tunnel Vision Tunnel Vision Pro (9) Ready, Rested, Reloaded +20% Effective range and accuracy.
Aerial Acrobat Aerial Acrobat Phenom (15) Air Dash Improves midair maneuverability.
Aerodynamic Aerodynamic Phenom (15) Air Dash +30% Mitigation Strength while in midair.
Air Dash Air Dash Phenom (15) Dash -20% Dash Stamina cost.
Air Kerenzikov Air Kerenzikov Phenom (15) - Activating Kerenzikov in mid-air keeps you suspended in the air and extends its duration.
Finisher: Bladerunner Finisher: Bladerunner Phenom (15) Lead And Steel -15% Stamina cost attacks with Blades.
Flash Of Steel Flash Of Steel Phenom (15) Finisher: Bladerunner +25% Movement Speed and Attack Speed for 6 sec. after performing a Finisher.
Going The Distance Going The Distance Phenom (15) Finisher: Bladerunner +100% Finisher range.
Gundancer Gundancer Phenom (15) Sharpshooter Aiming no longer slows movement. Allows you to shoot while vaulting.
Opportunist Opportunist Phenom (15) Finisher: Bladerunner Enemies affected by Stagger, Stun, Blinding and Bleeding are more susceptible to Finishers.
Practice Makes Perfect Practice Makes Perfect Phenom (15) - +7% Crit Chance and Crit Damage per stack of Sharpshooter.
Sharpshooter Sharpshooter Phenom (15) Ready, Rested, Reloaded +15% aim speed.
Shoot To Chill Shoot To Chill Phenom (15) Sharpshooter +4% Armor Penetration for automatic weapons per stack of Sharpshooter.
Spray And Pray Spray And Pray Phenom (15) Sharpshooter -10% Stamina cost for hip-firing.
Salt In The Wound Salt In The Wound Legend (20) Sharpshooter Shooting the same target 7 consecutive times deals bonus damage equal to 100% of the total damage from those shots.
Slaughterhouse Slaughterhouse Legend (20) Finisher: Bladerunner All attacks, counterattacks and deflected bullets apply Bleeding, which increases dismemberment chance. Bleeding cannot kill enemies, but does make them more susceptible to Finishers. +25 Stamina from dismembering.
Submachine Fun Submachine Fun Legend (20) Sharpshooter Swapping Submachine Guns is faster and automatically reloads them, +22% fire rate after swapping to an SMG. Normal reloading ends the effect.
Tailwind Tailwind Legend (20) Air Dash +25 Stamina from performing Air Dashes and Double Jumps.