BIOMUTANT – Choosing the right class and breed

BIOMUTANT – Choosing the right class and breed 1 - gameplaylists.com
BIOMUTANT – Choosing the right class and breed 1 - gameplaylists.com
In this guide we will be going in-depth about each cla*s and breeds in Biomutant.

 
 

Cla*ses in Biomutant

 
Dead-eye 
 
The Dead-Eye is a tricky, skillful rogue who’s chosen a life outside law and society values. 
 
Starting Perk: 
 
Perfect Reload – Your ranged weapons are reloaded instantly and your next magazine is granted +20% damage. 
 
Perks: 
 
Crackshot-Crackshot gives the following pa*sive effects: “Non-automatic Rifles inflicts 20% more Attack Damage.” and can be unlocked by spending 1 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Quick Reload-Quick Reload gives the following pa*sive effects: “The Reload time for Ranged weapons is reduced by 25%.” and can be unlocked by spending 1 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Sniper-Sniper gives the following pa*sive effects: “Non-Automatic Rifles have a 10% Critical Chance bonus.” and can be unlocked by spending 2 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Gunslinger-Gunslinger gives the following pa*sive effects: “Dual wielded guns have 20% increased Rate of Fire.” and can be unlocked by spending 2 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Sharpshooter-Sharpshooter gives the following pa*sive effects: “Two-handed Guns inflicts double damage.” and can be unlocked by spending 3 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
In conclusion best for gun builds. 
 
Commando 
 
The Commando is trained as an operative of an elite special operations force. Commandos are used to working in smaller teams. 
 
Starting Perk: 
 
Fury – Ranged weapon attacks inflict 10% more damage to the target. 
 
Perks: 
 
Fury-Fury gives the following pa*sive effects: “Ranged weapon attacks inflict 10% more damage to the target.” and can be unlocked by spending None Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Stimulus-Stimulus gives the following pa*sive effects: “Your Armor and damage from Melee attacks is increased by 20% when your Health drops below 20%” and can be unlocked by spending 1 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Adrenaline-Adrenaline gives the following pa*sive effects: Your Health Regen is increased by 40% while in combat.” and can be unlocked by spending 3 Upgrade Point and to be level 7. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Shock-Shock gives the following pa*sive effects: “Shotgun hits have a 5% chance to Stun a small enemy per hit inflicted.” and can be unlocked by spending 2 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Brutality-Brutality gives the following pa*sive effects: “Critical Damage from Ranged Attacks is increased with 10%” and can be unlocked by spending 2 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
In conclusion best for duel wielding pistols. 
 
Psi-freak 
Psi-Freaks are experimenting with psionic powers and mutations. They’re usually outcasts on the fringe of society. 
 
Starting Perks: 
 
Spark Ball – To shoot a Spark Ball, press down the input you have bount the ability to. It will make you throw the ball in the direction you are facing, inflicting damage to the enemy you hit. 
Megamind – Your Ki-Energy Regen is increased by 20% 
 
Perks: 
 
Megamind-Megamind gives the following pa*sive effects: “Your Ki-Energy Regen is increased by 20%” and can be unlocked by spending None Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Nocturnal-Nocturnal gives the following pa*sive effects: “You have +10 intellect Attribute at Night.” and can be unlocked by spending 1 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Mind Melt-Mind Melt gives the following pa*sive effects: “Power Damage ability attacks have a 10% chance to inflict a Critical hit.” and can be unlocked by spending 1 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Psi Spikes-Psi Spikes gives the following pa*sive effects: “Power Damage attacks inflict 10% more damage to the target.” and can be unlocked by spending 2 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Brain Drain-Brain Drain gives the following pa*sive effects: “Attacks that inflict Power Damage, regenerate your Health by 20%” and can be unlocked by spending 3 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
In conclusion best for ki builds. 
 
Saboteur 
 
The Saboteur is a cunning, skilled explorer trained to operate covertly in both suburbs and wilderness. 
 
Starting Perks: 
 
Twin Silver Grip – Melee Dual Wield Skill. Equip two different one-handed melee weapons to dual wield them. 
Hypergenetic – Your Dodge Energy cost is reduced by 20%. 
 
Perks: 
 
Hypergenetic-Hypergenetic gives the following pa*sive effects: “Your Dodge Energy cost is reduced by 20%” and can be unlocked by spending None Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Reflexes-Reflexes gives the following pa*sive effects: “Weapon based ranged attacks from enemies have a 10% chance to miss you completely.” and can be unlocked by spending 1 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Agile-Agile gives the following pa*sive effects: “Your Dodge Distance is increased by 20%” and can be unlocked by spending 2 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Moving Target-Moving Target gives the following pa*sive effects: “Your basic movement speed is increased by 5% when in combat.” and can be unlocked by spending 2 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Evasive-Evasive gives the following pa*sive effects: “Your Armor is increased by 20% while dodging and/or in the air.” and can be unlocked by spending 3 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
In conclusion great for melee builds. (PS) If you didn’t pre-order the game or decide to buy the mercenary later on choose this cla*s. 
 
Sentinel 
 
Sentinels dedicate themselves to protect a house. Their dedication is for the organization as a whole, including supreme belief in their dogma. 
 
Starting Perk: 
 
Toughness – Your Base Armor is increased by 10. 
 
Perks: 
 
Toughness-Toughness gives the following pa*sive effects: “Your Base Armor is increased by 10” and can be unlocked by spending None Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Medic-Medic gives the following pa*sive effects: “Health regen from items and in general is increased by 10%” and can be unlocked by spending 1 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Ricochet-Ricochet gives the following pa*sive effects: “An enemy’s weapon ranged attack has a 10% chance to ricochet back and damage the attacker.” and can be unlocked by spending 2 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Invicibility-Invicibility gives the following pa*sive effects: “Your Armor and damage from Melee attacks is increased by 20% when you’re at full health” and can be unlocked by spending 2 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Knock-Knock gives the following pa*sive effects: “Dodging “into” a smaller enemy makes them stumble and fall.” and can be unlocked by spending 3 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabili 
 
 

Cla*ses in Biomutant (ect)

 
Couldn’t fit everything for the Sentinel 🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕🠕 
 
In conclusion ok for melee builds. 
 
 

Pre-order Bonus Cla*s

 
Mercenary 
The Mercenary is a trained swordsman who has mastered the art of the blade. 
 
Starting Perk: 
 
Twin Silver Grip: Melee Dual Wield Skill – Equip two different one-handed melee weapons to dual wield them. 
Fury: Melee weapon attacks inflict 10% more damage to the target. 
 
Perks: 
 
Fury-Fury gives the following pa*sive effects: “Melee weapon attacks inflict 10% more damage to the target.” and can be unlocked by spending None Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Megamind-Megamind gives the following pa*sive effects: “Your Ki-Energy Regen is increased by 20%” and can be unlocked by spending 1 Upgrade Point. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Reflexes-Reflexes gives the following pa*sive effects: “Weapon based ranged attacks from enemies have a 10% chance to miss you completely.” and can be unlocked by spending 2 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Invicibility-Invicibility gives the following pa*sive effects: “Your Armor and damage from Melee attacks is increased by 20% when you’re at full health” and can be unlocked by spending 2 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Brutality-Brutality gives the following pa*sive effects: “Critical Damage from Melee Attacks is increased with 10%” and can be unlocked by spending 2 Upgrade Points. Perks act as pa*sive abilities that increase your combat capabilities. 
 
Only for those who pre-ordered the game or have purchased this cla*s separately!!! 
In conclusion best for melee builds. 
 
 

Breeds in Biomutant

 
PRIMAL 
 
Primal is a nimble developed anthropomorphic breed. A hybrid with a gene mutation making them nimble and dexterous at the cost of a lesser developed intellect. 
 
Best breed for any cla*s, can go with any cla*s but will not be as effective as the others. 
 
DUMDON 
 
Dumdom is the least developed anthropomorphic breed. A hybrid off-shoot that compensate lack of mental prowess with physical strength. 
 
Best breed for saboteur, mercenary or sentinel cla*s. 
 
REX 
 
Rex is an extraordinarily developed anthropomorphic breed. A hybrid outcast with an even DNA string making it apt for both physical and mental challenges. 
 
Best breed for dead-eye or commando cla*s. 
 
HYLA 
 
Hyla is a regenerative developed anthropomorphic breed. A hybrid with a gene mutation making them extremely tough and resistant. 
 
Best breed for sentinal, saboteur, or mercenary cla*s. 
 
FIP 
 
The Fip breed is renowned for a highly evolved mind. Its genius is directly interlinked to the power of Ki which amplifies their Psionic output. 
 
Best breed for psi-freak cla*s. 
 
MURGEL 
 
Murgel is the definition of an idealized breed. Its evolutionary lineage has gone in a direction where form and appearance has dominated over function. 
 
Best breed for bartering, can go with any cla*s but will not be as effective as the others. 
 
 

Few Last Words

 
If there was something that wasn’t covered or discussed in this guide please feel free to comment down below any information that can help others out, and don’t be shy to debate your builds, tell us what you think about the cla*s and breed you chose and why. 
 

Written by I-LoveAnime4Life

Thanks for checking our blog. I hope the information you found about BIOMUTANT – Choosing the right cla*s and breed helped you somehow. If you believe we forget to add something or update the post with more information, please let us know via comment below! See you soon!
 
 


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