Fly Swatter
| Fly Swatter | |
|---|---|
| Class | Body Perk |
| Attribute | Body |
| Tier | Pro (9) |
| Levels | 1 |
| Affects | Only affects Blunt Weapons |
Fly Swatter makes a blunt weapon into cover. Blocking with one cuts incoming ranged damage heavily, so a hammer held up is worth as much as a wall. It belongs to the blunt weapon branch of the Body tree. A melee build crossing open ground is the one that needs it.
Effect
Blocking already stops melee attacks, and this extends it to bullets. The reduction is large enough that walking into fire with a club raised stops being suicide and becomes a way to close the distance.
That solves the oldest problem a melee build has. The gap between cover and the enemy is where melee characters die, and this perk lets V spend that gap behind the weapon instead of behind a crate.
How to Unlock Fly Swatter
It sits behind the Pro gate of the Body tree, which takes a real run of points in Body. Nothing has to be bought before it.
Character Builds
The build is a blunt weapon Body build with no ranged answer at all, which is the only kind that has to cross open ground with a club raised.
Buy it at the Pro gate with Kinetic Absorption and Clapback, as part of the blocking set rather than on its own. Pair it with the healing branch below, since a build walking into fire behind a hammer is still taking some of it, and with Wrecking Ball above, whose charge is performed while sprinting and blocking.
Notes
It only covers ranged damage while the block is up, so it does nothing while swinging.
Kinetic Absorption pays stamina and damage for the same blocks, so the two are usually taken together.
All Body Perks
Every body perk in the game is listed below.
| Name | Image | Tier | Requires | Effect |
|---|---|---|---|---|
| Army Of One | Rookie (4) | Painkiller | +10% Health Regen Rate for each nearby enemy. | |
| Comeback Kid | Rookie (4) | Painkiller | +1% Health Regen Rate for each percent of missing Health. | |
| Dorph-Head | Rookie (4) | Painkiller | When using Blood Pump cyberware or a Health Item: +100% Mitigation Chance for 2 sec. Mitigation - grants a chance to reduce incoming damage by current Mitigation Strength (default 50%). | |
| Fury Road | Rookie (4) | - | In vehicle collisions: +50% damage to enemy vehicles and their occupants. -50% damage to your vehicles. You take no damage as a vehicle occupant in collisions. | |
| Painkiller | Rookie (4) | - | Unlocks slow Health Regen in combat. | |
| Speed Junkie | Rookie (4) | Painkiller | +60% Health Regen Rate while sprinting. | |
| Breakthrough | Pro (9) | - | -40% enemy Armor for 7 sec. after hitting them with a strong attack. | |
| Bullet Ballet | Pro (9) | Die! Die! Die! | -25% bullet spread when moving. | |
| Clapback | Pro (9) | - | +100% Knockdown chance with defensive attacks. Cooldown: 10 sec. +100% Stun chance with counterattacks. | |
| Die! Die! Die! | Pro (9) | - | +12.5% Crit Chance at low Stamina. | |
| Don't Stop Me Now | Pro (9) | Die! Die! Die! | When below 33% Stamina: +15% Mitigation Chance,. +5% Mitigation Strength. | |
| Fly Swatter | Pro (9) | - | -40% incoming ranged damage when blocking with Blunt Weapons. | |
| Kinetic Absorption | Pro (9) | - | Blocking an attack gives +10% Stamina and +30% damage with Blunt Weapons for 5 sec. | |
| Like A Feather | Pro (9) | Die! Die! Die! | No movement speed penalty with Shotguns, Light Machine Gunes and Heavy Machine Guns. | |
| Wrecking Ball | Pro (9) | - | -15% Stamina cost for attacks with Blunt Weapons. | |
| Adrenaline Rush | Phenom (15) | Painkiller | +35 max Health | |
| Aftershock | Phenom (15) | Quake | +30 Stamina for each enemy hit with Quake. | |
| Bloodlust | Phenom (15) | - | When Adrenaline Rush is active: +50 Adrenaline on dismemberment of a nearby enemy. | |
| Calm Mind | Phenom (15) | Adrenaline Rush | When Adrenaline Rush is active: +3 sec. delay before Adrenaline begins to decay. | |
| Close-Quarters Carnage | Phenom (15) | Spontaneous Obliteration | Increases chance to Obliterate enemies with ranged attacks at close range (max. 10%). | |
| Dread | Phenom (15) | Spontaneous Obliteration | -15% enemy Armor when using ranged attacks. Dismembering spreads the effect to nearby enemies. | |
| Epicenter | Phenom (15) | Quake | When Quake is performed from the midair (a Superhero Landing), its area of effect and damage scale with your fall speed and fall distance. | |
| Juggernaut | Phenom (15) | Adrenaline Rush | When Adrenaline Rush is active: +20% movement speed,. +10% damage. | |
| Quake | Phenom (15) | Wrecking Ball | -15% Stamina cost for attacks with Blunt Weapons. | |
| Ripple Effect | Phenom (15) | Aftershock, Calm Mind | +15% Health for each enemy hit by Quake. | |
| Rush Of Blood | Phenom (15) | Spontaneous Obliteration | +20% reload speed for 8 sec. after dismembering an enemy. | |
| Skullcracker | Phenom (15) | Spontaneous Obliteration | Increases damage of Quick Melee Attacks as Stamina decreases (max. +200% at 0 Stamina) | |
| Spontaneous Obliteration | Phenom (15) | - | +12.5% Crit Chance at low Stamina. | |
| Unstoppable Force | Phenom (15) | Adrenaline Rush | When Adrenaline Rush is active: Gain immunity to movement penalties and non-damaging Status Effects such as Knockdown, Blinding, etc. | |
| Finisher: Savage Sling | Legend (20) | Quake | Unlocks a Blunt Weapon Finisher. Can be used when an enemy's Health is low. Enemies affected by Stun are more susceptible. Restores 20% Health. Holding down the button allows the enemy to be thrown instead, killing them and damaging other enemies where they land. | |
| Onslaught | Legend (20) | Spontaneous Obliteration | +20% ammo refill after neutralizing an enemy with a Light Machine Gun. | |
| Pain To Gain | Legend (20) | Adrenaline Rush | When Adrenaline Rush is active: +20% Health Item recharge after neutralizing an enemy. | |
| Rip And Tear | Legend (20) | Spontaneous Obliteration | +100% damage for the next Quick Melee Attack after shooting an enemy with a Shotgun. +100% damage for the next Shotgun shot after hitting an enemy with a Quick Melee Attack. |