- Acid Commons: A Mutation has turned the infected blood into acid, they leave behind pools of caustic acid on death
- Fire Commons: Keep your distance or burn alive from these burning infected.
- Exploding Commons: These infected have developed an unstable cyst in their skull cavity. Head trauma will cause them to explode violently.
- Clown Show: Clown infected will alert other commons.
- Crowd Control: SWAT armor was meant to protect against bullets. These Ridden are going to be harder to take down.
- Mud Crawlers: Mudmen will obscure the survivors vision when hit.
- CEDA Operatives: CEDA infected have more health. Aim for the head.
- Construction Site: Construction commons have more health. Aim for the head.
- Jimmy Gibbs and Cousins: Jimmy Gibbs has significantly more health, and will attract other common infected.
- Fallen Cleaners: Fallen cleaners have significantly more health, and have a chance to drop an item.
- Shambling Commons: This is what remains of the living. Aim for the head to put them down quickly.
- Running Commons: This is what remains of the living. Aim for the head to put them down quickly.
- Blitzing Commons: This is what remains of the living. Aim for the head to put them down quickly.
- Tallboys: These towering mutations can surge into powerful slam attacks. Aim for the head or use fire to take them out.
- Crushers: Getting crushed is the worst way to die. Attack the Crusher to free your teammates.
- Bruisers: Bruisers can take a lot of punishment. Keep moving and don't let them get close.
- Hockers: Melee teammates to free them from Hocker pins.
- Stinger: Stingers spit toxic projectiles from long distances or high vantage points.
- Stalkers: A grabbed teammate is a dead teammate. Quickly kill the Stalker to free teammates.
- Retches: Acidic vomit leaves dangerous bile pools.
- Exploders: Stay away from these two-legged death bombs!
- Reeker: Reeker guts can call the horde if they explode on you.
- Tattlers: The mindless babbling of Snitches can be heard constantly here. Work together to avoid notice.
- Breaker: Breakers will call the Swarm which will surround the area and damage survivors. Also able to launch himself towards survivors.
- Ogre: Ogres will throw rocks at the survivors. Also has a lot of health.
- Hunted: There are rampaging hordes in this area. It's only a matter of time before they find us. (Horde Spawns every 3 minutes)
- Onslaught: The horde is right on our heels, move fast or be overrun.
- Tallboy Hordes: Huge hordes of Tallboys will attack on a timer.
- Crusher Hordes: Huge hordes of Crushers will attack on a timer.
- Bruiser Hordes: Huge hordes of Bruisers will attack on a timer.
- Hocker Hordes: Huge hordes of Hockers will attack on a timer.
- Stinger Hordes: Huge hordes of Stingers will attack on a timer.
- Stalker Hordes: Huge hordes of Stalkers will attack on a timer.
- Exploder Hordes: Huge hordes of Exploders will attack on a timer.
- Retch Hordes: Huge hordes of Retches will attack on a timer.
- Reeker Hordes: Huge hordes of Reekers will attack on a timer.
- The Birds: Large flocks of crows have gathered in this area to feast on the dead. Startling them could call the horde down on you.
- The Lockdown: Entering a High Security Area. Many of the Alarmed doors are still intact. Proceed with Caution.
- Slumber Party: The area is infested with Sleepers, stay together and keep your eyes open.
- The Dark: The Power is out. Stay quiet and you may make it through.
- The Fog: An Unnatural fog has settled on this area.
- Biohazard: Your health slowly rots away, but kills grant a small reprieve.
- Frigid Outskirts: A winter storm is passing through. High power winds will slow you down.
- Swarm Stream: Infected have a random chance to spawn with a bright light that blinds the survivors.
- Empty Pockets: All offensive accessories have been looted in the area.
- Survival of the Fittest: All healing accessories have been looted in the area.
- Do or Die: Respawns are disabled. Make your life count.
- Ammo Shortage: Reserve ammo is reduced.
- Fatigue: All actions by the survivors are slower.
- Speed Run: Reach the saferoom in the time limit to earn an extra player card.
- No One Left Behind: Reach the saferoom with all survivors alive to earn an extra player card.
- Gnome Alone: Find the lost Gnome and bring them to the saferoom to earn an extra player card.
- Nick: +5% DMG
- Rochelle: +10% Heal EFF
- Coach: +10 Max HP
- Ellis: +5% CRIT Chance
- Bill: +10% Reload Speed
- Zoey: +10% Melee DMG
- Louis: +10% Move Speed
- Francis: +10% RES
- Glass Cannon: +30% DMG, -20% RES
- Sharpshooter: +25% DMG past 10m
- Outlaw: +100% Pistol / Magnum DMG
- Overconfident: +25% RES at max lives
- Slugger: +30% Melee Speed
- Meth Head: +2.5% Move Speed per Mutation kill
- Optics Enthusiast: Gain laser sights (+60% ACC)
- Breakout: Hold [SHOVE] to escape grabs, +1 Breakout attempts
- Adrenaline Rush: Adrenaline on Team incap
- Helping Hand: +50% Team Revive Speed
- Combat Medic: +15 HP on all revives, +15% Team Revive Speed
- Amped Up: Non-event hordes heal +20 Team HP (5s CD)
- Addict: +50% Temp Heal EFF, perks by Temp HP level
- Fleet of Foot: +12.5% Move Speed, -10 Max HP
- Cross Trainers: +7% Move Speed, +5 Max HP
- Multitool: +50% Team Use Speed, -5% DEF
- Shredder: +1% DMG per shot fired until reload
- Screwdriver: +25% Team Use Speed
- Smelling Salts: +150% Team Revive Speed, Reduces Revive HP
- Boss Killer: +20% DMG vs Bosses
- Pyromaniac: +150% Fire DMG
- Bomb Squad: +100% Team Explosive DMG
- Confident Killer: +2.5% DMG per Mutation death
- Canned Goods: +30 Max HP
- Slow and Steady: +50 Max HP, -10% Move Speed
- Tough Skin: +40% RES vs Commons
- Scar Tissue: +30% RES, -50% Heal EFF
- Chemical Barrier: +50% Acid RES
- Face Your Fears: +2 Temp HP on kill within 2.5m
- Mean Drunk: +20% Melee DMG, +20 Max HP
- Brawler: +50 Shove DMG
- Berserker: +25% Melee DMG, +5% Move Speed
- Swan Song: +100% CRIT chance while incapped
- Last Legs: Team can crawl while incapped
- Buckshot Bruiser: +0.25 Temp HP per Shotgun pellet
- Lumberjack: +200% Team Chainsaw DMG
- Well Fed: +10 Team Max HP
- Overwatch: Kills from 10m heal cleaners within 10m of target
- Strength In Numbers: +2.5% Team DMG per alive Cleaner
- Fire Proof: +50% Fire RES
- Brazen: +40% Melee DMG, -25% Reload Speed
- Marked for Death: +10% Team DMG vs Pinged Mutations
- Pack Mule: +40% Team Max Ammo
- Eye of the Swarm: +50% DMG in the Swarm Circle
- EMT Bag: +50% Heal EFF
- Antibiotic Ointment: +25% Heal EFF, +15 Temp HP to target
- Medical Expert: +30% Team Heal EFF, +10% Team Revive Speed
- Cauterized: +50% Slower Team HP Decay
- Group Therapy: Team shares 20% of health item uses
- Inspiring Sacrifice: +25 Team Temp HP after incap
- Reload Drills: +25% Reload Speed
- Mag Coupler: +75% Reload Speed, DISABLES:** Shove
- Arsonist: +0.1 Temp HP per Fire DMG
- Needs of the Many: +1 Team Life, -10 Max HP
- Cannoneer: +200% Team Grenade Launcher DMG
- Down In Front: No FF DMG when crouched
- Clean Kill: Precision kills give +5% DMG, Resets when DMG taken
- Experienced EMT: Cleaners you heal gain +25 Max HP
- Medical Professional: Medkits and Defibs heal +10 HP and 1 Extra Life
- Lucky Shot: +7% Team CRIT Chance (+400% DMG)
- Selfless: -15 Max HP, +20 Team Max HP
- Selfish: +40 Max HP, -5 Team Max HP
- Heightend Senses: Ping Mutations, Hazards and Items in 7.5m
- Hot Shot: +15% chance of Ammo Upgrade on Mutation death
- Piñata: +15% chance of item on Mutation death
- Well Rested: Team fully heals each chapter
- Gambler: Randomize stats each map!