Perk cards decide how much room you have to breathe when Michael closes in. They cover stamina, healing, fear, combat, followers, and escaping, and the strongest ones pay off in nearly every match while weaker options only matter in narrow situations. The ranking below sorts every Civilian perk by how reliably its effect comes into play and how much it helps once a match turns against you.
Quick answer: Prioritize Unwinded, Unphased, Slippery, Sixth Sense, Stubborn, Field Triage, Solid Foundation, and Wound Mender. These eight give broad, dependable value regardless of your character or build.

How perk cards slot into a Civilian loadout
Perk cards belong to the Civilian side of Halloween: The Game and are separate from your XP tracks. You spend Perk Points to roll random cards, then build those cards into a perk deck that attaches to a Civilian loadout. A deck holds up to 15 cards, and if it is not full the game fills the gaps with random cards.
During a match, perks are not all active from the start. Each time you fill the in-match progression circle, the game rolls three cards from your deck and lets you keep one. Higher-quality cards carry stronger versions of the same effect, so a well-built deck matters more than any single roll.
Because rolls are random, the goal is to fill your deck with cards that stay useful no matter which one appears. That is why the tier list below leans toward broadly applicable perks over ones that need a specific situation to trigger.

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Add to Google Preferences →What each tier means
| Tier | Meaning |
|---|---|
| S | Exceptional perks with major benefits across a wide range of situations. |
| A | Very strong and consistently useful, though slightly more situational. |
| B | Solid picks that work well with the right playstyle or circumstances. |
| C | Niche perks that can help but are rarely a first choice. |
| D | Situational perks that are hard to justify over stronger options. |
S-tier perks worth building around
These eight cards address the problems that come up in almost every game, stamina, fear, healing, grabs, and staying mobile after taking damage. If you can put them in a deck, do it first.
| Perk | Why it ranks S |
|---|---|
| Unwinded | Cuts all stamina use, and stamina touches nearly everything you do while escaping Michael. |
| Unphased | Reduces fear buildup, which matters throughout an entire match. |
| Slippery | Makes the struggle minigame easier when grabbed, directly improving your odds of getting free. |
| Sixth Sense | Lets you hear Michael breathing before a Shape Jump, giving early warning of an ambush. |
| Stubborn | Keeps you moving faster while wounded, so a hit no longer ends the chase. |
| Field Triage | Speeds up healing item use, cutting the time you are vulnerable while patching up. |
| Solid Foundation | Raises Poise, improving your knockdown strength against Michael for melee-minded Civilians. |
| Wound Mender | Increases the health restored by items, stretching limited healing resources further. |

A through D perks, ranked
The remaining cards still have a place, but their value depends more on your build or the moment they trigger. A-tier perks are close to must-runs for the right character, while D-tier cards ask for a specific setup to matter at all.
A-tier: strong and reliable
| Perk | Why it earns a slot |
|---|---|
| Adrenaline | Faster stamina recharge is great for escaping, just behind reducing stamina cost. |
| Clotting | Faster health regen gives sustain without leaning on healing items. |
| Hardened | Blunt damage resistance helps against Michael’s attacks. |
| Thick Skin | Sharp damage resistance covers another key damage source. |
| Brutal Cleave | Boosts heavy melee attacks for fight-back builds. |
| Contender | A flat melee damage increase useful to any combat build. |
| Knockout | Keeps Michael down longer after a knockdown, buying your team time. |
| Lethal Pitch | More thrown-weapon damage lets you hit from a safer distance. |
| Relentless Steel | Extra melee durability keeps your weapon from breaking at the worst moment. |
| Iron Ankles | Fall damage reduction shines on maps with lots of vertical movement. |
| Panic Contagion | Movement boost after helping a resident escape rewards active play. |
| Voice Of Reason | Lowers fear for your followers, valuable for follower-heavy strategies. |
| Guardian Shadow | Damage reduction for followers makes them far more durable. |
| Exit Strategy | Finds escape routes from farther out, which pays off when you commit to leaving. |
| Survival Intuition | Automatically marks an escape location, useful information without searching. |
B-tier: strong with the right playstyle
| Perk | When it works |
|---|---|
| Bullet Belt | Extra ammo helps ranged builds but does little for melee players. |
| Breakfall | Faster landing recovery keeps momentum on maps with lots of vaulting and drops. |
| Brimstone Fuse | Longer firecracker disorientation, but only if you have firecrackers. |
| Barricade | Tougher locked doors buy time, depending on the map and situation. |
| Repair Expert | Conserves repair kits for good efficiency in longer matches. |
| Scavenger | Faster rummaging gets you resources sooner. |
| Silver Tongue | More time on conversation minigames makes perfect scores easier. |
| Smooth Talker | A larger perfect zone makes dispatch calls more forgiving. |
| Trespasser | Picking locked doors opens shortcuts and blocked-off areas. |
| Witness State | Outlines nearby residents so you can find and coordinate with them. |
| Pied Piper | Raises your follower cap, powerful for dedicated follower builds. |
| Shared Desperation | Residents you arm deal more damage, if you use that mechanic. |
| Fade To Black | Degrades Stalk faster while hiding, countering Michael’s stalking. |
| Elusory | Slows the Stalk progress applied to you, easing Michael’s pressure. |
| Ghost | Speeds up Stalk degradation to cut Michael’s accumulated advantage. |
| Dying Breath | Better grab escape at low health, though you never want to be there. |
| Liquid Courage | A melee damage bonus that only applies while drunk. |
| Reveler | Longer intoxication and status effects, best for builds designed around them. |
C-tier: niche help
| Perk | Limitation |
|---|---|
| Deaden | Reduces the transparency of your noise pings, but only matters when pings matter. |
| Grave Footing | Lowers the chance of tripping while exhausted or terrified without stopping those conditions. |
| Panic Driver | Less car damage while driving, useful only when you are behind the wheel. |
| Convincing Plea | Cuts incoming cop-wave timers when you fill the badge, a fairly specific payoff. |
| Frantic | Adds police presence, which is far more situational than direct survival perks. |
| Shield Of Law | Reduces fear near police, but you must stay within 15m of an officer. |
D-tier: hard to justify
| Perk | Why it sits last |
|---|---|
| Aura Of Awareness | Larger personal Shape Jump prevention radius helps in a very specific moment that is hard to rely on. |
| Glass Walker | Reduced window-diving damage is too narrow to compete with broad defensive perks. |

Building a deck from these rankings
Fill your deck with S-tier cards first, then add A-tier perks that fit the Civilian you play. If you lean on followers, cards like Voice Of Reason, Guardian Shadow, and Pied Piper rise in value for you. If you fight back, stack Contender, Brutal Cleave, and Solid Foundation instead.
Note: because you cannot control which card the in-match roll offers, avoid loading a deck with situational C and D perks. Every slot you give to a broadly useful card raises the odds that your three-card roll includes something worth keeping.
You can spend extra Perk Points to temporarily upgrade a card you own, which raises its level for a set number of matches. That is worth doing when several upcoming rounds use the same Civilian and the same card, but it is wasted if you plan to switch characters soon after.






