The Mercenary class of Biomutant has a lot to offer as a sort of Sentinel Saboteur hybrid. This class not only grants the player two starting perks, but one of them allows the player to dual wields from the start of the game. This swordsman with his selected perks can become a deadly swordsman.

The two perks granted to the player at the beginning of the game are Twin Silver Grip and Fury. Twin Silver Grip is technically just a fighting style, but only Mercenary and the Saboteur start with this skill. Fury, however, is a perk that causes the player to naturally deal 10% more melee damage against their enemies.

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Best Perks for the Mercenary Class in Biomutant

Mercenary Perks:

  • Megamind (Costs one perk point) – Increases the regeneration of Ki Energy by 20%.
  • Reflexes (Requires two perk points and level seven) – Ranged weapon attacks from enemies have a 10% chance to miss the player.
  • Invincibility (Requires two perk points and level seven) – Increases the player’s armor and melee damage dealt by 20% when the player is at full health.
  • Brutality (Requires three perk points and level 15) – Melee attacks deal an extra 10% critical damage.

The Mercenary class is spoiled for choice in the class-specific perk options. They gain a nice mixture of the other classes’ class-specific perks to make a fairly well-rounded build. All of these perk options are great for a Mercenary who wants to play as a good mix of melee and ranged. However, this works best for players who are great at dodging and keep a consistent distance between themselves and their enemies.

General Perks:

  • Adrenaline (Requires three perk points and level seven) – Player’s health regeneration is increased by 40% while in combat.
  • Charmer (Costs one perk point) – Increases the player’s chance of Persuasion working in dialogue by one point.
  • Clip Tech (Costs two perk points) – Ranged weapons gain 25% more shots before needing to be reloaded.
  • Gunsmith (Requires three perk points and level 15) – Increases ranged weapon damage by 15%.
  • Ki Energize (Costs one perk point) – Players regain a small portion of Ki Energy after a successful special attack.
  • Luck Out (Costs one perk point) – Increases the player’s loot chance by 10%.
  • Mount Mania (Costs one perk point) – Player’s biological mounts get an extra 5% increase to their speed.
  • Perfect Reload (Costs three perk points) – Ranged weapons reload instantly and the next clip gains an extra 20% damage.
  • Platting (Costs two perk points) – Increases the armor value given by armor addons by 25%.
  • Technician (Requires three perk points and level seven) – Increases ranged weapon firing speed by 10%.
  • Toytinkerer (Requires two perk points and level seven) – Makes the Automaton’s weapon deal 100% more damage.
  • Trigger Tech (Requires two perk points and level seven) – Reduces the reload time on ranged weapons by 33%.
  • Whet (Requires three perk points and level 15) – Increases melee weapon damage by 15%.
  • Wung-Fu Barrage (Requires three perk points and level 15) – Up to five unarmed attacks in a row, players inflict an extra 3% damage for each following hit.
  • Wung-Fu Wonder (Costs two perk points) – The player’s unarmed attacks deal an extra 20% damage.

Out of the general perk options, there are a few mixture choices that a Mercenary would handle well. In particular, the Gunsmith, Ki Energize, Trigger Tech, and Whet are useful. For a Mercenary that wants to play more with their dual-wielding, Adrenaline, Ki Energize, and Whet will all be great options. Players should stick to keeping the Mercenary out on the field and melee fighting, but some other good options are Gunsmith, Platting, and Toytinkerer.

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Biomutant is available on PlayStation 4, Xbox One, and PC. Coming soon to PlayStation 5, and Xbox Series X/S.

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