Gaming Guide

Halloween: The Game: Best Perk Cards Ranked

A full tier ranking of every Civilian perk card, with the effect each one changes and when it earns a loadout slot.

A full tier ranking of every Civilian perk card, with the effect each one changes and when it earns a loadout slot.

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.

Image credit: IllFonic Publishing, Gun Interactive

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.

Image credit: IllFonic Publishing, Gun Interactive

What each tier means

TierMeaning
SExceptional perks with major benefits across a wide range of situations.
AVery strong and consistently useful, though slightly more situational.
BSolid picks that work well with the right playstyle or circumstances.
CNiche perks that can help but are rarely a first choice.
DSituational 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.

PerkWhy it ranks S
UnwindedCuts all stamina use, and stamina touches nearly everything you do while escaping Michael.
UnphasedReduces fear buildup, which matters throughout an entire match.
SlipperyMakes the struggle minigame easier when grabbed, directly improving your odds of getting free.
Sixth SenseLets you hear Michael breathing before a Shape Jump, giving early warning of an ambush.
StubbornKeeps you moving faster while wounded, so a hit no longer ends the chase.
Field TriageSpeeds up healing item use, cutting the time you are vulnerable while patching up.
Solid FoundationRaises Poise, improving your knockdown strength against Michael for melee-minded Civilians.
Wound MenderIncreases the health restored by items, stretching limited healing resources further.
Image credit: IllFonic Publishing, Gun Interactive

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

PerkWhy it earns a slot
AdrenalineFaster stamina recharge is great for escaping, just behind reducing stamina cost.
ClottingFaster health regen gives sustain without leaning on healing items.
HardenedBlunt damage resistance helps against Michael’s attacks.
Thick SkinSharp damage resistance covers another key damage source.
Brutal CleaveBoosts heavy melee attacks for fight-back builds.
ContenderA flat melee damage increase useful to any combat build.
KnockoutKeeps Michael down longer after a knockdown, buying your team time.
Lethal PitchMore thrown-weapon damage lets you hit from a safer distance.
Relentless SteelExtra melee durability keeps your weapon from breaking at the worst moment.
Iron AnklesFall damage reduction shines on maps with lots of vertical movement.
Panic ContagionMovement boost after helping a resident escape rewards active play.
Voice Of ReasonLowers fear for your followers, valuable for follower-heavy strategies.
Guardian ShadowDamage reduction for followers makes them far more durable.
Exit StrategyFinds escape routes from farther out, which pays off when you commit to leaving.
Survival IntuitionAutomatically marks an escape location, useful information without searching.

B-tier: strong with the right playstyle

PerkWhen it works
Bullet BeltExtra ammo helps ranged builds but does little for melee players.
BreakfallFaster landing recovery keeps momentum on maps with lots of vaulting and drops.
Brimstone FuseLonger firecracker disorientation, but only if you have firecrackers.
BarricadeTougher locked doors buy time, depending on the map and situation.
Repair ExpertConserves repair kits for good efficiency in longer matches.
ScavengerFaster rummaging gets you resources sooner.
Silver TongueMore time on conversation minigames makes perfect scores easier.
Smooth TalkerA larger perfect zone makes dispatch calls more forgiving.
TrespasserPicking locked doors opens shortcuts and blocked-off areas.
Witness StateOutlines nearby residents so you can find and coordinate with them.
Pied PiperRaises your follower cap, powerful for dedicated follower builds.
Shared DesperationResidents you arm deal more damage, if you use that mechanic.
Fade To BlackDegrades Stalk faster while hiding, countering Michael’s stalking.
ElusorySlows the Stalk progress applied to you, easing Michael’s pressure.
GhostSpeeds up Stalk degradation to cut Michael’s accumulated advantage.
Dying BreathBetter grab escape at low health, though you never want to be there.
Liquid CourageA melee damage bonus that only applies while drunk.
RevelerLonger intoxication and status effects, best for builds designed around them.

C-tier: niche help

PerkLimitation
DeadenReduces the transparency of your noise pings, but only matters when pings matter.
Grave FootingLowers the chance of tripping while exhausted or terrified without stopping those conditions.
Panic DriverLess car damage while driving, useful only when you are behind the wheel.
Convincing PleaCuts incoming cop-wave timers when you fill the badge, a fairly specific payoff.
FranticAdds police presence, which is far more situational than direct survival perks.
Shield Of LawReduces fear near police, but you must stay within 15m of an officer.

D-tier: hard to justify

PerkWhy it sits last
Aura Of AwarenessLarger personal Shape Jump prevention radius helps in a very specific moment that is hard to rely on.
Glass WalkerReduced window-diving damage is too narrow to compete with broad defensive perks.
Image credit: IllFonic Publishing, Gun Interactive / IncredibleInk TV

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.