Combat · Updated September 7, 2026

Choose a Combat Perk by the Action It Changes

Compare a recorded perk offer using its trigger, outcome and side-panel definition.

Quick answer

On Select Perk, read which action each choice changes before choosing it. Gun, Attack, Special and material drops are separate targets; rarity alone does not tell you which one supports your current play.

Compare the three offered triggers

The first observed offer has Gunner’s Spike Trap, Foam Attack and Duplicity. They apply to the gun, normal attack and material drops respectively. Read the exact current offer rather than treating these three as a permanent list available every run.

Perk in this offerDisplayed condition/effect
Gunner’s Spike TrapGun: 50% chance to produce 3 spikes
Foam AttackAttack: +20% damage and Foam
DuplicityMaterials: 40% chance of paired drops
Select Perk screen comparing gun spikes, attack foam and material drops
Read the affected action as well as rarity: these choices modify Gun, Attack and material drops respectively. · Image sourceOpen full-size image ↗

Read the explanatory panel

Highlighting the spike option shows a definition of an automatically aimed projectile with 20 impact damage. A later offer separates Burning Shots for Gun from Scorching Special for Special. The highlighted side panel explains Ignite as 5 damage every 0.5 seconds for 10 seconds; this is the displayed rule, not a measured resistance or stacking test.

Confirm the intended choice

Move the highlight to the perk you intend to use, then use Select; the observed controller prompt is A. Check the affected action again before confirming. This guide does not promise a reroll, refund or mid-run replacement because those actions were not shown.

Keep numerical comparisons within their scope

A chance to trigger spikes is not guaranteed extra damage on every shot. A material-drop effect changes loot rather than the listed attack damage. No best-build ranking follows without observing the rest of the run and its equipment.

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