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Overview

Alpha Bull.png
UMP.png
Explosive.png

Taking Sub-Machine Guns allows you to utilize semi-auto Pistols, which do genuinely offer many advantages compared to revolvers such as higher DPS, better crowd control capability, larger capacity and faster reload speed. Overall, this build more or less follows a similar progression path compared to the Rifles + Sub-Machine Guns + Explosives build, and thus should make a good choice for newcomers.

Pros

  • While pistols and SMGs may not be totally silent, they are both still very quiet weapons.
  • Sharing the same ammo type means that you can buy big boxes of ammo and you will be able to keep track of how much you have left much easier. Combined with how cheap handgun ammo usually is makes this a nice ability to have.
  • SMGs make short work of small groups that you may have gotten the attention of with your pistol, and due to their quiet nature you won't have to worry as much about an aggro spike.

Cons

  • SMGs have the lowest amount of knockback of the crowd control weapons, leading to some possible complications when trying to knock enemies into a group to finish off with your GL.
  • Due to the nature of SMGs and Pistols sharing the same ammo, it can be a con just as much as it is a pro in regards to you having to monitor your ammo usage that much more. Once you run out of ammo for one, you are out for both.

Notes

  • All guides here assume the following rules:
    • Outpost progression: Holdout (lvl 1-11) -> Stockade (lvl 11-21) -> Fort (lvl21-41) -> Bunker (lvl41+, depending on build)
    • Budget: You are assumed to have made around $8,000 when leaving Holdout, $25,000 when leaving Stockade, and $400,000 when leaving Fort.
      • Players are recommended to use DFProfiler Marketplace to view equipment prices on other outposts and plan accordingly.
    • Weapon MCs: All build examples assume 1 clean weapon and 2 GC stat booster (Pen Knife, Chef Knife, Fire Poker...), but will show weapon selection with only 1 GC stat boosters.
      • This means that you are expected to upgrade your weapons as shown but only equip your looting weapon and the 2 stat boosters, and only swap to the other ones through the Inventory when needed. This ensures that you can get optimal stats even if your budget is severely limited.
      • You are not expected to get GC on all gears, but should ideally try to get 8 Critical Hits on all of your stat boosters early on/weapons from level 41 onwards.

Legend

  • [Any] = General tips for all professions.
  • [Profession Name] = Specific tips for certain professions.
  • [Other] = Tips for professions not covered with their specific ones in the same section.

Profession Selection

  • [Athlete]: Offers a straight +25 Agility, the highest stat boost of all non-Soldier classes, but no proficiency bonus. Due to the lack of relevant profession with relevant proficiency bonus, this build recommends Athlete to quickly optimize Critical Hit/Agility early on.
  • [RP Classes]: Offers a +30% EXP bonus, allowing them to stay 1-2 levels ahead early on, and 4-9 levels from level 60 to 105. Overall, they will never be able to achieve a comparable stat advantage compared to the Athlete, but compensates by being able to get extra proficiency later on.

Levels 1-11

Example Build
Athlete Level 11
Lock 25.png
Lock 25
Chef Knife.png
Chef Knife
Pen Knife.png
Pen Knife
Stats
Strength: 25
Endurance: 25
Agility: 74
Accuracy: 25
Critical Hit: 51
Reloading: 25
Proficiencies
Melee: 5
Pistols: 40
Rifles: 0
Shotguns: 0
Machinegun: 15
Explosives: 0
Example Build
Priest Level 11
Lock 25.png
Lock 25
Chef Knife.png
Chef Knife
Pen Knife.png
Pen Knife
Stats
Strength: 25
Endurance: 25
Agility: 49
Accuracy: 25
Critical Hit: 51
Reloading: 25
Proficiencies
Melee: 5
Pistols: 40
Rifles: 0
Shotguns: 0
Machinegun: 15
Explosives: 0

Our main focus for the level 1-11 period will be to develop enough stats to wield a sufficiently powerful pistol for the Stockade area. Early game semi auto pistols are very weak due to their awkward critical pattern and horrible accuracy, so a little bit of dabbling into Melee might prove useful for now.

At level 11 it's recommended to travel to Dogg's Stockade. With enough looting, boss hunting, and usage of The Yard's scrap feature, you should be able to save 8k-10k by that point.

Stats

  • [Athlete] Levels 1 - 11:

51 Critical Hit is needed to get the 50% critical pattern for the Chef Knife. The rest are dumped into Agility for maximum speed.

  • [Other]: Levels 1 - 11:

You will only be able to get to 49 Agility due to the lack of stat bonuses, so some balancing act will be needed; 10 Critical Hit could be moved to Agility to exchange killing power for speed, but more is not recommended.

Proficiencies

  • [Any] Levels 1 - 11:

Put 40 points into Pistol for the Lock 25 at Stockade, and 15 points into Machine Gun.

Weapons

Beta Tomcat.png Pen Knife.png

  • Your starting weapons:

Scrap the Tomcat along with the .32, then buy a Chef Knife. Keep the Pen Knife, its $1,000 MC cost makes it useful as 1 of your 2 stat boosters later on.

Chef Knife.png

  • Chef Knife:

Your best friend for a long while. The Chef Knife is the best melee with no proficiency requirement available to new players (excluding the premium Titanium Blades and Amputator), and is completely sufficient for defeating Holdout level zombies. Afterwards, it can continue to function as your 2nd stat booster, due to its $1,000 MC cost.

Kolt Python.png

  • Kolt Python:

The Kolt Python is the first revolver available, obtainable by getting lucky from a Flaming Zombie loot, or buying from Stockade for about $1,000. It is capable of 1-critting almost all types of gray zombies, and can take a purple zombie in 3 crits. We will mostly be using revolvers for this build to minimize Critical Hit requirement, as Critical Hit does nothing to improve shotguns' killing power.

All revolvers suffer from tiny capacity and sluggish reloading speed; players using revolvers will need to learn to take a slow, cautious approach to pistol looting at this point, and get as much Reloading as possible in the future to mitigate this weakness.

Beta 8000.pngLuger.pngLock 17.png

  • Beta 8000/Luger/Lock 17:

While the Python is a viable weapon at Stockade, some players might find its reloading problems annoying. Luckily, Stockade provides a few semi-auto options that might assist them, and that are actually powerful enough to take on more than the basic gray zombies: The Beta 8000 is a .357 pistol capable of dealing higher DPH than other 9mm pistols and has a 10 round capacity, while the Luger has a huge 35 round capacity, the greatest of all 9mm pistols.

The Lock 17 for some reason has a higher proficiency requirement and price than the Luger, but only 31 round capacity and identical stats everywhere else; there is little reason to use the Lock 17 over the Luger, unless you managed to loot one and think its sprite looks cooler.

Lock 25.png

  • Lock 25:

The Lock 25 and the Webster 1942 are the two 40 proficiency pistols available at Dogg's Stockade. With 112 Crit, the Lock 25 semi-auto will overall show clear superiority compared to the Webster, having more than double the capacity, faster firerate and faster average time to kill almost everything except Fat Gray Zombie.

But why is the Webster way more expensive than the Lock 25 then? Because the Webster is the only revolver upgrade available at Stockade from the Python, Pistol + Shotgun and Pistol + Rifle-caliber Machine Gun users will be hard pressed to obtain one, even if they have to pay a fair bit more for it. If you are lucky enough to loot a Webster, best to sell it and buy a Lock 25 instead.

Armors

See Character Build Guide/Armor Recommendation#Level 1-11

Levels 11-21

Example Build
Athlete Level 21
USP.png
USP
UMP.png
UMP
Chef Knife.png
Chef Knife
Stats
Strength: 30
Endurance: 25 + 24 = 49
Agility: 74 + 24 = 98
Accuracy: 25 + 16 = 41
Critical Hit: 96 + 16 = 112
Reloading: 25 + 16 = 41
Proficiencies
Melee: 5
Pistols: 55
Rifles: 0
Shotguns: 0
Machinegun: 50
Explosives: 0
Example Build
Priest Level 21
USP.png
USP
UMP.png
UMP
Chef Knife.png
Chef Knife
Stats
Strength: 30
Endurance: 25 + 24 = 49
Agility: 71 + 24 = 95
Accuracy: 25 + 16 = 41
Critical Hit: 74 + 16 = 90
Reloading: 25 + 16 = 41
Proficiencies
Melee: 5
Pistols: 55
Rifles: 0
Shotguns: 0
Machinegun: 50
Explosives: 0

From this point onward, other pistol users will be exclusively using revolver pistols to save points on Critical Hit and use that to develop their strength-based weapon. This build is different however: Since we will be raising Critical Hit to 112, we are capable of using the High critical chance semi-autos instead, which should be much easier to use and more powerful than revolvers for a while. Additionally, we will try to find a machine gun with our spare proficiency points, allowing us to start dabbling in grinding with Outpost Attack.

At level 21 it's recommended to travel to Fort Pastor. Looting around the Stockade area, plus a couple of missions and bosses, should provide the 25k cash needed to prepare for your trip to Fort Pastor.

Stats

  • [Athlete] Levels 11 - 21:

Put exactly 5 points into Strength to wield the UMP/M16. The remaining stats are exactly enough to raise Critical Hit to 96, to optimize with 2 stat boosters with +8 Critical Hit. No spare points can be put into Agility as a result.

  • [Other]: Levels 11 - 21:

Other professions will not be able to get Critical Hit to 96 just yet; continue to balance between Agility and Critical Hit as usual. Don't forget to add 5 Strength points to wield the UMP/M16

Proficiencies

  • [Any] Levels 1 - 16:

Add 30 points to Machine Guns to bump it up to 40 points; this allows you to wield the M16

  • [Any] Levels 16 - 21:

Raise Pistol to 55 and Machine Gun to 50, to wield the USP/UMP

Weapons

MP5.pngPP90.png

  • MP5/PP90:

A pair of 9mm Handgun SMGs, with the PP90 requiring 1 more level to equip, but has significantly higher capacity. These guns deal terrible damage due to unoptimized Critical Hit and have accuracy barely usable for crowd control, but at least have a pretty low price tag. The Gramm M11 technically deals more DPH, but in practice is next to useless due to its tiny 16 round capacity.

M16.pngFM FNC.pngSA80.pngMesa ACR.png

  • M16/FM FNC/SA80/Mesa ACR:

A series of 30 Strength/40 proficiency 5.5mm Assault Rifles with identical stats and performance; pick the one whose skin or price tag you like the most. Detouring to Rifle-caliber Machine Guns for a bit is possible here, as these guns don't go higher than the max 30 Strength needed for late game SMGs, and will definitely outperform the PP90. Compared to the 50 proficiency UMP available at Fort Pastor, the M16 deals higher DPS if your Critical is under 112; the UMP will definitely be better at 112 Critical however, and also uses much cheaper handgun ammunition.

Be careful with ammo consumption with the M16, as your economy will still not be quite good enough to spray rifle ammo with abandon.

UMP.png

  • UMP:

The UMP is the first SMG that can actually put a dent into the zombie population of Fairview, capable of ripping apart on average more than one Purple zombie per second. While its DPS is only slightly higher than the M16, its accuracy is significantly higher (although still pretty low at 41 accuracy), and it uses the much more plentiful and affordable .40 Handgun Ammo.

Stell AUG.png

  • Stell AUG:

For survivors who somehow have not managed to optimize their Critical Hit yet, and/or has not purchased the M16, the AUG might prove to be interesting with its improved 42 round capacity and higher DPS than an unoptimized UMP. Accuracy and ammo cost will still be big downsides however.

Both the UMP and the Stell AUG are only available at Fort Pastor; survivors should stay with the M16 at Stockade.

CK 99.pngSIC Apollo.pngUSP.png

  • CK 99/SIC Apollo/USP:

A series of .40 semi-auto pistols available at Fort Pastor. The SIC Apollo and USP improve from the CK 99 by having a slightly higher capacity at a higher proficiency requirement, and a very slightly higher price tag. These pistols will perform on par with the Kolt Anaconda revolver, while displaying the typical semi-auto advantage of cost and reloading.

Since we're not in short supply of proficiency points, the USP will be the ideal pistol for us.

HK69.png

  • HK69:

Although a strange item to purchase right now, the HK69 could serve to be a good souvenir item that players can buy at Stockade/Fort. The main reason lies in the HK69's performance as a tertiary weapon at level 60+: With 124 Reloading or close to that, the HK69 outperforms all other explosives until the 100 proficiency XM25 is available, while costing much less proficiency to wield. While the HK69 is definitely underpowered compared to 120 proficiency firearms, it will still prove useful at clearing zombie rushes indoors thanks to its indirect fire capability.

Armors

See Character Build Guide/Armor Recommendation#Level 11-21

Levels 21-32

Example Build
Athlete Level 32
475 Magnum.png
475 Magnum
UMP.png
UMP
Chef Knife.png
Chef Knife
Stats
Strength: 30
Endurance: 25 + 24 = 49
Agility: 100 + 24 = 124
Accuracy: 54 + 16 = 70
Critical Hit: 96 + 16 = 112
Reloading: 25 + 16 = 41
Proficiencies
Melee: 5
Pistols: 110
Rifles: 0
Shotguns: 0
Machinegun: 50
Explosives: 0
Example Build
Priest Level 32
475 Magnum.png
475 Magnum
UMP.png
UMP
Chef Knife.png
Chef Knife
Stats
Strength: 30
Endurance: 25 + 24 = 49
Agility: 100 + 24 = 124
Accuracy: 29 + 16 = 45
Critical Hit: 96 + 16 = 112
Reloading: 25 + 16 = 41
Proficiencies
Melee: 5
Pistols: 110
Rifles: 0
Shotguns: 0
Machinegun: 50
Explosives: 0

Fort Pastor marks the second checkpoint in most survivor's journey, and this will be where you stay for at least 20 levels. Once upon a time, Fort Pastor was pretty much the endgame outpost - a place for high level survivors with fancy miniguns and cloaks to congregate before venturing into the Northern and Southern End Zones. That has changed with the advent of Secronom Bunker, and now Fort Pastor has become a (still popular) destination for low to mid level survivors instead. Some may instead choose to drift to Precint 13 instead, but most would agree that Fort Pastor is simply much better due to its placement on the world map.

For now, players can relax and experiment with a few more things, like learning to deal with bigger bosses like Wraiths and Giant Spiders (tip: press N to open the minimap and find some courts to solo/trap them with), experiencing a proper Outpost Attack and dealing with the Fort commander's stupid demands. Players should try to primarily loot around Fort or venture a bit into the red zone to meet the new residential mutant infected - this should hopefully be enough to raise around 75k-100k cash to prepare them for the next level period.

Note: From onward, level checkpoint will be pushed by upward by 1 to achieve certain proficiency checkpoints.

Stats

  • [Any] Levels 21 - 32:

Max out Agility to maximize your ability to dodge zombies. Since semi-auto pistols already reload quickly enough, we will be dumping all remaining points into Accuracy instead.

Proficiencies

  • [Any] Levels 21 - 32:

We will be focusing on Pistol for this period. Raise Pistol to 110 for the 475 Magnum.

Weapons

CK 97B.png

  • CK 97B:

The CK 97B is the next semi-pistol available after the USP. It serves superior DPH compared to the USP and can 2 crit purple males/Blood Hounds, though it will still fail to 1-crit Sirens. Compared to the Kolt Anaconda, the CK 97B is strictly better for this build, taking the same shots to kill almost everything while shooting much faster and taking much less effort to reload.

Desert Fox.png

  • Desert Fox:

Aside from mutant killing speed and capacity, the Desert Fox presents one big improvement over the CK 97B: The ability to 2-crit Blood Hounds. Since we will be likely skipping the Alpha Bull on the upgrade path, the Desert Fox will be a pretty decent pick.

Alpha Bull.png

  • Alpha Bull:

For other pistol users at Fort Pastor, the Alpha Bull is pretty much the be all end all of pistol upgrades. For us, it's different: The Alpha Bull is still pretty heavily hampered by reloading issue, and we still have 1 higher leveled semi-auto Pistols at Fort capable of outperforming the Alpha Bull in most cases. Players thus should skip the Alpha Bull, and move on to the following choice:

475 Magnum.png

  • 475 Magnum:

The 475 Magnum is a big upgrade from the Desert Fox, being capable of downing Purple females/Sirens in 1 crit and kill mutant zombies in much fewer hits. The only real bad mark for the 475 Magnum is its inability to 1-crit Purple males - survivors troubled by this should instead use the Alpha Bull.

Acquiring the 475 Magnum is the main requirement for looting in the dark red zone: The 475 Magnum (alongside the Alpha Bull) can down both Red Long Arms and Red Rumblers in 2 crits.

Armors

See Character Build Guide/Armor Recommendation#Non-Strength Armor

Levels 32-42

Example Build
Athlete Level 42
Greyhawk 55.png
Greyhawk 55
K-50M.png
K-50M
Chef Knife.png
Chef Knife
Stats
Strength: 30
Endurance: 25 + 24 = 49
Agility: 100 + 24 = 124
Accuracy: 64 + 16 = 80
Critical Hit: 96 + 16 = 112
Reloading: 65 + 16 = 81
Proficiencies
Melee: 5
Pistols: 120
Rifles: 0
Shotguns: 0
Machinegun: 90
Explosives: 0
Example Build
Priest Level 42
Greyhawk 55.png
Greyhawk 55
K-50M.png
K-50M
Chef Knife.png
Chef Knife
Stats
Strength: 30
Endurance: 25 + 24 = 49
Agility: 100 + 24 = 124
Accuracy: 64 + 16 = 80
Critical Hit: 96 + 16 = 112
Reloading: 40 + 16 = 56
Proficiencies
Melee: 5
Pistols: 120
Rifles: 0
Shotguns: 0
Machinegun: 90
Explosives: 0

With the 475 Magnum in hand, you are now officially qualified to venture deeper into the City, into the dark red zone for level 40+ foods, rarer ammo types and weapons. This level period is going to be a bit more serious than the past, as your task is now to gather as much money as possible to prepare for Secronom Bunker, while finding ways to increase DPS output to grind through ever increasing level requirements. Thus, we will mostly be pumping up Machine Gun proficiency this time around.

At level 42 it's recommended to travel to Secronom Bunker. Unlike other level checkpoints, Fort Pastor can continue to support level 41+ survivors quite well; you can continue to stay around a bit and enjoy the peace, at least until you feel comfortable enough to move on and acquired the needed 400k+ cash to prepare for the next upgrade.

Stats

  • [Any] Levels 32 - 42:

Since we will be forced to use revolvers after level 42, we should start thinking about our need for the Reloading stat. Raise Accuracy to 64 (80 total), and put the rest into Reloading.

Proficiencies

  • [Any] Levels 32 - 42:

Put points into Machine Guns until you have 90 for the K-50M. The remaining 10 points should be put into Pistol for the Greyhawk 55. This weapon combination should meet the minimum requirement for going to the Bunker.

Weapons

Chicago Typewriter.pngK-50M.png

  • Chicago Typewriter/K-50M:

The Chicago Typewriter and the K-50M act as pretty straightforward upgrades to the UMP, and are both viable self-defense options in the dark red zone. Otherwise, nothing much can be said about it; try to get a K-50M before you head for the Bunker.

Greyhawk 55.png

  • Greyhawk 55:

120 proficiency semi-auto pistols at Secronom Bunker, but all of them are impractical for new players to get: The X-Dusk Enforcer is locked behind competition, the Desert Rat is a premium LE item, and the Vlock XD11 is an old LE weapon that is both overpriced and frankly speaking, underpowered. For now, we will have to rejoin our revolver using brethren and pick up the Greyhawk.

The Greyhawk will be needed for a while thanks to its greatly improved capacity over the Alpha Bull, and its ability to 2 crit Long Arms/Flesh Hounds, threats that the 475 Magnum will need 3 crits to take down. Slow reloading speed will be an uncomfortable thing to get used too, but the Greyhawk's 12 round capacity (offering the same shooting time as the 475 Magnum's 16) should delay the reloading need for a while.

Armors

See Character Build Guide/Armor Recommendation#Non-Strength Armor 2

Levels 42-50

Example Build
Athlete Level 50
DoubleShot AAX.png
DoubleShot AAX
Street Dog 99.png
Street Dog 99
Chef Knife.png
Chef Knife
Stats
Strength: 30
Endurance: 51 + 24 = 75
Agility: 100 + 24 = 124
Accuracy: 76 + 24 = 100
Critical Hit: 96 + 24 = 120
Reloading: 67 + 24 = 91
Proficiencies
Melee: 5
Pistols: 120
Rifles: 0
Shotguns: 0
Machinegun: 120
Explosives: 10
Example Build
Priest Level 50
DoubleShot AAX.png
DoubleShot AAX
Street Dog 99.png
Street Dog 99
Chef Knife.png
Chef Knife
Stats
Strength: 30
Endurance: 30 + 24 = 54
Agility: 100 + 24 = 124
Accuracy: 76 + 24 = 100
Critical Hit: 96 + 24 = 120
Reloading: 63 + 24 = 87
Proficiencies
Melee: 5
Pistols: 120
Rifles: 0
Shotguns: 0
Machinegun: 120
Explosives: 10

Secronom Bunker stands as the new final frontier of the game, located deep into the black zone and only a few blocks away from the Northern End Zone. Survivors need not to travel far away from the outpost in order to fight end-game threats and loot end-game weapons, though GM players might fancy taking a long trip to the Southern End Zone instead to benefit from the extra weapon/armor loot chance.

One thing that you can appreciate at Secronom Bunker, and the main reason we recommend moving here quickly, is how easy money making could be: That previously mentioned 400k cash that you likely spent weeks for to obtain previously could be easily obtained in 1-2 hours here, thanks to the fact that even generic medical items and food easily obtainable by non-GMs in the bunker right in the same block as the outpost could easily sell for at least $3,000-4,000, and hunting boss squads in Multiplayer could easily net you 50k-100k per cycle. On the other hand, most endgame weapons cost anywhere from hundreds of thousands to tens of millions of cash, so spending your money recklessly on anything is still not going to go to anywhere.

For this period, we will try to finish with our current 2-weapon setup, find appropriate weapons that could stand up to black zone zombies, and setup a foundation for the future.

Stats

  • [Any] Levels 42 - 50:

Now that you have learnt how to spend your stats, no more detailed instructions will be provided from this point. Here's instead a few guidelines for you to consider

  1. 75 total Endurance allows you to wear a Shinobu Mesh, and not worry about going critical before it breaks.
  2. 80-100 total Accuracy gives reliable aim for your SMG, while 124 total Accuracy gives you perfect aim instead.
  3. 124 Reloading gives you the best possible reload time of 0.25s - very good for your SMGs and the HK69 in the future.
  4. Now that you have enough cash to MC all 3 of your weapons, buying a Stat Reset for 200(100 for GM) credits is a possible option to move that 8 Critical Hit points you used earlier to somewhere else. Additionally, if you really want to move to another build, now is also the time to do so.

Proficiencies

  • [Any] Levels 42 - 50:

Max out Machine Guns, then put the remaining 10 points into Explosives.

Weapons

DoubleShot AAX.png

  • DoubleShot AAX:

Befitting for its name, the Doubleshot is capable of downing Rumblers and Tendrils in 2 crits. A well deserved upgrade over the Greyhawk for the price of roughly 1.5m; possibly a bit too much for those just arriving at Bunker, but achievable within 2 to 3 days of looting and boss hunting.

Criss Victor.png

  • Criss Victor:

The Victor provides a small boost over the K-50M in terms of DPS and capacity. While such small upgrade are indeed not worth it in other situations, it is remedied by the fact that the Victor is pretty much always sold at near scrap price, so you don't lose that much when buying one and then scrapping it a few levels later. Overall, not a very relevant upgrade, but still something usable for those itching to buy a better SMG.

Street Dog 99.png

  • Street Dog 99:

The Street Dog deals roughly double the DPS of the Victor, and has roughly double the capacity; a huge upgrade for 15 proficiency points. Best of all, the thing is dirt cheap at the average cost of about 300k, and you can easily acquire enough funds to get a good MC copy after only a single night.

Armors

See Character Build Guide/Armor Recommendation#Non-Strength Armor 3

Levels 50-105+

Example Build
Athlete Level 105
X-Python.png
X-Python
Santa's Little Helper.png
Santa's Little Helper
X-M79.png
X-M79
Stats
Strength: 30
Endurance: 81 + 24 = 105
Agility: 100 + 24 = 124
Accuracy: 76 + 24 = 100
Critical Hit: 88 + 24 = 112
Reloading: 100 + 24 = 124
Proficiencies
Melee: 5
Pistols: 120
Rifles: 0
Shotguns: 0
Machinegun: 120
Explosives: 120
Example Build
Priest Level 105
X-Python.png
X-Python
Santa's Little Helper.png
Santa's Little Helper
X-M79.png
X-M79
Stats
Strength: 30
Endurance: 56 + 24 = 80
Agility: 100 + 24 = 124
Accuracy: 76 + 24 = 100
Critical Hit: 88 + 24 = 112
Reloading: 100 + 24 = 124
Proficiencies
Melee: 5
Pistols: 120
Rifles: 0
Shotguns: 0
Machinegun: 120
Explosives: 120

Level 105 marks the point at which you can use a 120 proficiency pistol, plus 2 other types of 120 proficiency weapons. If you have managed to arrive this far, then congratulations: You have officially completed the DF Wiki's Character Build Guide, and are now on your way to become a DF pro.

Stats/Proficiencies

  • [Any] Levels 50 - 105:

Max out your Reloading, then match your stats to the sample build on the right. You should know what to do by now.

Weapons

HK69.pngXM25.pngJunker 6.pngX-M79.png

  • Pumping Explosives:

Reaching level 50 opens the gate to explosive weapons, which while initially intimidating to newbies, can prove very useful in grinding at higher level and clearing hordes indoors. Explosive development can go in 2 ways:

  1. Continue to grind with SMGs, while using Explosives as backup weapons early on.
  2. Perform a stat reset to exchange SMG with Explosives, then power level to 108.

For the second approach, end-game 120 proficiency explosives such as the Immolator AD, Junker 6 and X-M79 should be used to maximize EXP gain. For the first approach, upgrading should follow this path:

HK69 -> XM25 -> PAW-20 -> Immolator AD -> Junker 6 -> X-M79

X-Dusk Enforcer.png

  • X-Dusk Enforcer:

Considered to be "the ultimate sidearm" by many players, the X-Dusk Enforcer stands out for one thing that no other pistols or rifle have: Unlimited Ammo. Players using the X-Dusk Enforcer will never have to worry about ammo again, and thus can save a huge amount of money and inventory space. The X-Dusk Enforcer is locked behind the X-Dusk Shop and Clan Dusk Shop, requiring players to win the TS/TPK competitions, or be in a clan that managed to win the CTS/CTPK competition to buy one.

Players that achieved level 220 can also acquire the older version of this gun, the Dusk Enforcer from the Dusk Shop. This version also has Unlimited Ammo, but does not really have enough damage to function properly against black zombies.

X-Python.pngDesert Rat.png

  • X-Python/Desert Rat:

For survivors not lucky enough to acquire the X-Dusk Enforcer, the X-Python and the Desert Rat will be their final destination for end game pistols. The Desert Rat shares the same 1.875RPS firerate as the X-Dusk Enforcer and has a bit more DPH, but no Unlimited Ammo. The X-Python is a devastating revolver, capable of downing Black Long Arms/Flesh Hounds with 1 crit and Black Rumblers with 1 crit after damage drugs. Price wise, the X-Python is a craftable weapon and thus a lot cheaper than the LE Desert Rat, although "cheaper" still means you will have to shell out tens of millions in cash to acquire one.

Worg Carbine.pngLongshot PP10.pngX-Garand.png

  • Sampling Rifles:

Late game Rifles are identical to Pistols in terms of stat requirement and performance. For those missing the crowd control capability of semi-auto pistols but don't have enough cash for the pistols above, the Worg Carbine will be a good choice, having roughly the same performance as the X-Dusk Enforcer against basic zeds with +5% damage implants. The Longshot PP10 and X-Garand are instead premium bolt-action revolvers that can 1-crit almost anything, but have obscene price tags.

Keep in mind that you will have to forfeit your bonus Pistol proficiency when you stat reset to Rifle.

Santa's Little Helper.png

  • Santa's Little Helper:

As of the date of writing this guide, the Santa's Little Helper is the most powerful SMG in the game, combining high DPS, huge capacity, and a firerate/knockback power similar to HMGs. Unlike other weapon choices, the SLH is a holiday craftable weapon - players are required to purchase 2019 Christmas Gifts and open them to get parts for this weapon, and once they crafted it, they cannot sell it to anyone else. Thus, the price tag for this weapon is pretty random: You could get all the parts in the first 10 boxes, or open 100 of them and be still short of a very specific (and very annoying) component. Players worried with the harrowing experience of opening a loot box could instead consider the following option:

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  • X-MP5:

The X-MP5 deals roughly the same DPS as the SLH, but fire a bit more slowly, trading knockback for ammo efficiency. It will also has to reload a lot more often due to its tiny 30 round capacity, but you won't have to worry much if you already have 124 Reloading.

The gun's 9mm Handgun Ammo can also be considered to be either a curse or a blessing: With a dedicated alt account to transport 9mm from Holdout/Stockade, you can enjoy using ammunition that costs only 1/8 the price of any other Bunker ammo type; without it however, and you are stuck firing a gun with ammunition not lootable at Bunker, whose prices are entirely at the mercy of merchers.

The .55 Nine Cutter-X is also a possible end-game SMG choice, with standard SMG firerate and lower DPS than the X-MP5. Unfortunately, due to its LE status, its initial price tag is even higher than the SLH's.

Implants

RageImplant.pngRageImplant.pngRageImplant.pngRageImplant.png     IngenuityImplant.pngIngenuityImplant.pngIngenuityImplant.pngIngenuityImplant.png

Reaching level 50 opens up 4 slots to equip implants for the first time. Just like with stats, it is usually better to try to focus on one particular stats, instead of randomly purchasing implants from different categories.

In general, we recommend first-generation implants because they are significantly more cost efficient than the later ones. A Violence Implant offers double the damage increase compared to a Rage Implant, but costs about 15 times as much; the LE Havoc Implant offers roughly 11-12 times the effective XP improvement compared to a Rage Implant, but cost about 250 times more.

This build does not have any particular damage checkpoint that can be achieved with damage implants. Players are recommended to use 4 Rage Implants when grinding to maximize EXP gain, and 4 Ingenuity Implants when looting to increase their profit.

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