Resident Evil Revelations 2

Resident Evil Revelations 2

381 ratings
Raid mode Skill Compilation
By Angela™ and 1 collaborators
This guide will show you all the available skills, their descriptions and their actual use in the game's Raid mode feature as well as various info regarding the combinations that are deemed best for use, Hidden skills, secrets and other such goodness.

Written as of Episode 2, this guide will be updated as necessary in order to accomodate for any additional skills added or changed in possible balance patches.
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Introduction
Hello and welcome to my first official guide. This guide is aimed to help people identify and better understand the nature of the available skills and hidden character features that are contained in Resident Evil Revelations 2's raid mode feature.

All the info contained herein is either obtained through direct observation or in game description.
All skills listed are maxed out and skills that scale with player level in either damage, effect or amount will have N indicators.

Please note that at the time of this guide's creation, Episode 3 is about to launch and i will update this guide as fast as i can to fill in the missing info, things that have changed and so forth.


If you want a more "one line, one purpose" approach: Skills make things dead faster or keep you alive better and thats why this guide is here.

Please note that i am trying to get this field as completely filled out as possible. Expect daily updates until i'm satisfied all the info is there.

Technical terms & abbreviations.

QTE / command - The act of using a melee strike when a button prompt appears. These are not the same as knife attacks.
Dazed - Flinching motion when hitting a vital spot, but no QTE possible.
Stunned - Follows up from Dazed. QTE possible.
Finisher - Button prompt on downed / fallen enemy
N - The symbol i used to substitute "Scales with player level"

In level specific sections:
A - Cost to aquire the skill (0 to 1)
LVL - the skill's level
SP - cost needed for this level
CD - cooldown
USE - number of uses for that level
DUR - Duration for that level
SPD - Speed affection
Bottle Skills
Bottles are the "grenades" in Resident Evil Revelations 2. They have a very clear purpose and all of them have a limited use.



Firebomb Bottle

Description: Inflict N fire damage. Enemies will take damage for 10.0 seconds.
Uses(max): 12
Maximum Level: 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 3 3 3 3 4 4 5 5 6 6 7 7 8 8 8 8 8 8 8 8 8 DUR 6.0 6.2 6.4 6.6 6.8 7.1 7.3 7.5 7.7 7.9 8.1 8.3 8.5 8.7 8.9 9.2 9.4 9.6 9.8 10.0 USE 1 2 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12
Inherit cost ??
Actual effect: Works as advertised. The player throws a makeshift bottle of fiery goodness towards whatever is on the receiving end. Good area of effect. Can interrupt enemies due to the explosion. Enemies caught in the blast radius will take level scaled fire damage and burn for a good while. % vs fire damage mods are active on a burning enemy.
Other Info: fire damage over time is based on player level.
Rating: 7/10. Good damage. Good DOT. Best used against multi staged enemies (Revenant for example.)



Ice Bottle

Description: Inflict N ice damage. Enemy movements will be slowed for 10.0 seconds.
Uses(max): 12
Maximum Level: 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 3 3 3 3 4 4 5 5 6 6 7 7 7 8 8 8 8 8 8 8 8 DUR 7.0 7.2 7.3 7.5 7.6 7.8 8.0 8.1 8.3 8.4 8.6 8.8 8.9 9.1 9.2 9.4 9.6 9.7 9.9 10.0 USE 1 2 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12
Inherit cost 5
Actual effect: Same as the firebomb bottle minus the fire. Explodes in a similar fashion, same AOE radius. At higher levels, enemies will be frozen solid and be valid targets for increasing amount of buttkickery. As with the burning status, enemies affected by the slowdown are viable targets for the % vs frozen enemies mod.
Other Info: Touching frozen enemies will cause you to flinch. Freezing enemies in a stunned / downed state will allow multiple melee attacks / finishers.
Rating: 9/10. Less damage than other bottles and situational, but freezing those horrible scagdeads solid is generally amazing in every way. Best used against fast elites, shielded enemies.



Electric Bottle

Description: Inflict N electric damage. Enemies will take a 150% increase in damage for 6.5 seconds.
Uses(max): 12
Maximum Level: 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 3 3 3 3 4 4 5 5 6 6 7 7 7 8 8 8 8 8 8 8 8 DMG% 130 131 132 133 134 135 136 137 138 139 141 142 143 144 145 146 147 148 149 150 DUR 5.0 5.1 5.2 5.2 5.3 5.4 5.5 5.6 5.6 5.7 5.8 5.9 6.0 6.0 6.1 6.2 6.3 6.4 6.4 6.5 USE 1 2 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12
Inherit cost ??
Actual effect: Throw bottle, get lightning ?. Now you can too ! Excellent bottle overall which will prove it's use against elites and anything tougher like napads. As with other status effects, shocked enemies are viable targets for % vs shocked enemies mod.
Other Info: Slightly larger AOE than other bottles. Might be visually only.
Rating: 8/10. One of the more endgame bottles. Damage is laughable but the shocked effect is what makes this baby shine.



Smokescreen Bottle

Description: Create a smokescreen to obstruct the enemy's view for 15.0 seconds.
Uses(max): 10
Maximum Level: 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 3 3 3 4 5 6 7 8 9 10 11 USE 1 2 3 4 5 6 7 8 9 10
Inherit cost 10
Actual effect: Creates a dense cloud of smoke at the location of impact and sets up enemies in the cloud for stealth attacks as well as blocking tracking from ranged enemies for a short while. Doesn't interrupt it though.
Other Info: Hold your breath.
Rating: 7/10. Great escape skill but not as good as stealth cloak. Setting up stealth kills is what makes this good but it's both situational and generally you can drop anything that comes your way without these. It's basically your best bet until you get stealth cloak or if you see your partner in trouble.



Exploding Bottle

Description: Deal N explosive damage.
Uses(max): 10
Maximum Level: 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 3 3 3 3 4 4 5 5 6 6 7 7 7 8 8 8 8 8 8 8 8 USE 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 8 9 9 9 10
Inherit cost: 10
Actual effect: Its a bottle that explodes all over whatever poor thing is on the other side. There's nothing more to it.
Other Info: Damage based on player lvl + skill level
Rating: 7/10. Imagine a firebomb bottle minus the elemental properties dealing all of the damage at once. Great for carpet bombing your way out of a tougher situation but overall its best viewed as a grenade. Great daze / stun potential, highest damage grenade there is.



Decoy Bottle

Description: Attract enemies for 10.0 seconds then deal N explosive damage
Uses(max): 8
Maximum Level: 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 3 3 3 3 4 4 5 5 6 6 7 7 7 8 8 8 8 8 8 8 8 USE 1 1 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8
Inherit cost 15
Actual effect: Remember mister bleepy from revelations 1? He's back. All glassed out and good to go. No more blinking light and a small smoke effect to let you know it's happily creating a diversion for you.
Other Info: Throwing while one is already out causes the first to explode. Enemies that damage on touch like fire or toxic elites cause the bottle to explode instantly. Enemies closer to you than the bottle might not switch focus. Enemies will try to hit the bottle and when they do, it'll detonate prematurely. Always lasts 10 seconds. Damage increase based on Player level + Skill level.
Rating: 9/10. Once upon a time you weren't allowed to get hit and this was pretty much your best friend in the whole game while trying to do so. This hasn't changed and he's still happily making sure that whatever is trying to murder you viciously will get distracted and whale on poor mr bottle instead. Pretty much endgame mandatory.
Limited Use Skills
Limited use skills are skills that have variable effects and can be re-used a number of times. All Limited use skills have cooldowns but their effects are generally very impressive.


Bewilder

Description: Cause enemies in the area to become confused for 12 seconds
Uses(max): 12 (30 second cooldown)
Maximum Level: 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 15 15 10 11 11 12 12 12 13 14 15 DUR 7.5 8.0 8.5 9.0 9.5 10.0 10.5 11.0 11.5 12.0 USE 3 4 5 6 7 8 9 10 11 12
Inherit cost 55
Actual effect: Enemies in a pretty large radius around you become confused, attacking whatever seems closest. Start your own backyard brawl with this gem of a skill and save thy skin in doing so.
Other Info: Alex's Skill. Confused enemies can still attack you.
Rating: 9/10. Pretty much the limited use skill to go for in the later stages. Guarantees entertainment and safety as well as having a large number of uses and surprisingly short cooldown. Wind up animation is near instant and all combined make this one of the best utility skills out there.



Ground Pound

Description: Strike the ground with a mighty blow to deal N damage to enemies in the area.
Uses(max): 12 (30 second cooldown)
Maximum Level: 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 15 10 10 10 11 11 12 12 13 14 15 CD 60 57 53 50 47 44 40 37 34 30 USE 5 6 7 7 8 9 10 11 11 12
Inherit cost 55
Actual effect: Slams your fist into the ground to annihilate anything in a large radius around you. Pretty much guarantees kills around the board if they're not tanks or elites.
Other Info: Knocks back, dazes or plain slams down whatever survives.
Rating: 7/10. Limited use and long cooldown make it less than an ideal candidate for continuous use but given that very little is able to speak of the events after it goes off makes it useful in select scenarios. After a second round of testing, the skill acts differently. Wind up animation seems shorter and you cannot get knocked out of it anymore, as well as getting a fair number of i-frames.



Rocket Launcher

Description: Firepower: N². Level difference, Durability: N/A
Uses(max): 3 (30 second cooldown)
Maximum Level: 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 15 15 9 11 13 15 17 19 21 23 25 USE 1 1 1 1 2 2 2 2 2 3
Inherit cost 30
Actual effect: You might think "oh oh he's gonna pull a rocket launcher from his hat now and you can aim it and fire it at things". You are wrong. A rocket magically materialises out of nowhere and seems to ignore whatever angle you happen to be looking or aiming at. Then it explodes and kills everything.
Notes: hardly aimable. Ignores level difference (meaning no cut in damage due to enemies being higher level, but no increase in damage on lower levels either)
Rating: 6/10. The highest damage skill you have with the lowest utility in game. 3 uses per map, crazy huge damage but hardly aimable reliably make this a mixed bag. It will seriously destroy whatever it hits, but that's only if it hits. AOE seems larger than average bottle grenades.
Infinite Use Skills
Infinite use skills have no number of uses and can be re-used infinitely. All Infinite use skills have a cooldown.


Coat of Armor

Description: Get a gold plated body for 8.0 seconds of invincibility. Speed will be reduced to 100% while in use.
Re-Use: 50 second cooldown.
Maximum Level: 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 15 15 10 10 11 11 12 12 13 14 15 CD 90 85 80 75 70 65 60 55 50 50 SPD 75% 75% 75% 75% 75% 75% 75% 75% 75% 100%
Inherit Cost: 55
Actual use: Turn metallic and laugh away the pain. Looks fantastic, works like a charm and for a whopping 8.0 seconds, nothing can so much as scratch you. It's an amazing panic skill or tactical defusion option. Many uses, overall great to have.
Notes: Chris's initial skill.
Prevents instant death attacks.
Rating: 7/10. Having 8.0 seconds of invincibility is a great thing to have handy, but the slowdown might wreak havoc on your position if triggered early, and if it runs out at a bad moment, you'll feel really bad afterwards. Use with care, but overall a seriously nice skill to have.



Taunt

Description: Attract enemies within 19.0 meters
Re-Use: 30 second cooldown
Maximum Level: 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 2 2 2 2 2 2 3 3 4 4 5 RNG 10 11 12 13 14 15 16 17 18 19
Inherit cost 10
Actual effect: The user rapidly flails his or her hands over their heads and enemies will take notice of the wonderful perfume you put on this morning, diverting all attention towards you.
Other Info: Only useful in Co-op. Instantly draws aggro towards the user, shifting all focus on that player.
Rating: 9/10 or 1/10 depending on whether or not you are playing with someone else. Seems to have a very very huge radius and from what limited testing has been done with the experimental hotseat beta, works like a charm and virtually instantly.



Drill Charge

Description: Ready the drill and push forward with violent force.
Re-Use: 75 second cooldown
Maximum Level: 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 15 15 10 10 11 11 12 12 13 14 15 CD 120 115 110 105 100 95 90 85 80 75
Inherit cost 55
Actual effect: Heeeeeeeere's Pedro! That lovable old meximan and his trusty drill made it into raid mode not too long ago, and his iconic skill followed suit. Basically its the same effective drill charge pedro uses in the campaign when you first encounter him, and it works good. Might be a little tough to aim, but when it does hit something, it'll go through it in no time. Hits multiple times, lasts for about 5 seconds and when angled into a wall but still kind of towards a tougher foe, can dump all of it's potential damage upon that sorry guy.
Other Info: Invulnerable during drill use. Damage based on Player level + Skill level.
Rating: 8/10. Pedro probably murdered you with this thing a few times in the campaign, and now you can do the exact same thing to pretty much anything. Huge damage potential if all of the possible damage hits connect, and otherwise absolutely fantastic for mowing down lined up baddies. The invincibility frames is what make this one worthy of using a lot, since nothing can knock you out of it or so much as hurt you.



Stealth Cloak

Description: Become invisible and avoid enemy detection for 13 seconds.
Re-Use: 45 second cooldown
Maximum Level: 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 15 15 10 10 11 11 12 12 13 14 15 DUR 8.5 9.0 9.5 10 10.5 11 11.5 12 12.5 13 CD 90 85 80 75 70 65 60 55 50 45
Inherit cost: 35
Actual effect: Become invisible and instantly drop all aggro from you as well as get access to a limited amount of time to perform as many stealth attacks as you can possibly dish out.
Other: Skill effect will end when damage is taken. Can fire every gun you have and not get detected. Throw grenades, pedro drill ninja strike, ground pound, spam all the pose hotkeys. It's all there baby.
Rating: 10/10. It's the cremé de la cremé of re-usables, allowing you to escape anything potentially deadly, set up ambushes, scout ahead, drop fools like wet towels and ninjaloot all the boxes from your coop buddies



Shockwave

Description: Create a shockwave to send enemies within 7.6 meters flying and deal N damage
Re-Use: 12 second cooldown
Maximum Level: 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 15 15 10 10 11 11 12 12 13 14 15 CD 30 28 26 24 22 20 18 16 14 12 RNG 4.0 4.4 4.8 5.2 5.6 6.0 6.4 6.8 7.2 7.6
Inherit cost 35
Actual effect: UNLEASH YOUR INNER FIRE.. Thing... Basically explode with the fury of a thousand internet troll victims and slap the living tar out of everything nearby.
Other: Small damage, large AOE, knocks down, dazes or stuns anything caught in the blast radius.
Rating: 9/10. Second only to stealth cloak in terms of utility, this spammable bad boy will not only slowly tickle everything nearby to death, but make them ROFL as well. Literally. Setting up finishers was never this easy, and if they happen to stay upright, odds are you can go say hi with your fists for free as well. In the unlikely event all of this fails, it'll just plain knock everything back a good distance, giving you some well needed breathing space.
Offensive passives
Offensive passives are aimed towards the art of attacking and / or destroying your opponents.



Gesticulating

Description: Attack with gestures. (attack power based on level + skill level + gesture used)
Maximum Level : 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 15 15 10 10 11 11 12 12 13 14 15 CD 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0
Inherit cost 30
Actual use: Attack with gestures? Mime your opponents to death with this silly underestimated skill. Underestimated you ask? Dodging counts as a gesture. So does reloading. Even falling is somehow considered a gesture. The damage isn't impressive, but it's there.
Notes: Not all gestures appear to work as one would expect. (List coming soon). 1 second cooldown between gestures to deal damage. Damage gets amplified by Melee Mastery and is considered a melee attack.
Rating: 7/10. It's surprisingly handy to dodge an attack and daze an opponent in the same motion as well as finish off stragglers without having to use ammo. There's better ones out there but this one has potential and is most importantly, just really really fun to use. (Try tantrum for example.)



Savor the Moment

Description: Increase the knife's attack power to 200% and increase movement speed while using the knife.
Maximum Level : 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 5 5 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 DMG% 125 129 133 137 141 145 149 153 157 161 165 168 172 176 180 184 188 192 196 200
Inherit cost 15
Actual use: Shank a dank-tastic. Makes your knife a proper weapon as well as allowing you to run (away) faster. Excellent skill for melee focussed builds.
Notes: Movement speed increase seems minimal but it's there.
Paired with Samurai Sword, only the movement speed bonus applies.
Rating: 10/10 if melee, 6/10 if not. Extra movespeed can save your life in those off situations.



Powering Up

Description: Hold down (LMB/Primary attack) to charge a physical attack. Physical attacks can be charged up to 500%
Maximum Level : 17
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 SP 5 5 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 CHRG% 150 160 170 180 250 260 270 280 350 360 370 380 450 460 470 480 500
Inherit cost ??
Actual use: That command prompt move that says you can now slap the guy you just shot just got a lot more interesting... A lot slower too.
Notes: Only works on command melee moves.
Rating: 5/10 if impatient / in danger. While the damage output is insane, this isn't a good skill to use mid battle when there's 100 things trying to eat you. Charging up to maximum melee power takes a long time and leaves you vulnerable, but if you do manage to connect it, it pretty much levels a city. It's highly advised to first get your opponent in a stunned status, then freeze them with an ice bottle for maximum damage without any real threat to your health mid windup.



Crouch Power

Description: Increases attack power while crouching to 130%
Maximum Level : 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 6 6 8 8 8 10 10 10 12 12 12 PWR% 110 112 114 117 119 121 123 125 128 130
Inherit cost: 35
Actual use: You sit and suddenly you hit 30% harder? yes please ! Ideal for ranged combat provided crouching doesn't obstruct line of sight. Useful in any situation where mobility isn't an immidiate concern.
Notes: Currently testing if melee / use skills are affected.
Rating: 10/10. Free damage at the push of a button. Nothing bad here.



Samurai Sword

Description: Use a katana instead of the knife. (attack power increased based on level + skill level)
Maximum Level : 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 15 15 10 10 11 11 12 12 13 14 15
Inherit cost 55
Actual use: Use a bigger knife instead of that silly little toothpick, get access to a new set of melee attacks and replace finishers with a stylish yet lethal throat stab. It's all shiny and sharp too ! Arc of swings can hit things further than the actual length of the blade (not sure if this is intentional) and will put everything it hits 6 feet under or in a dazed state with minimal effort. It's a melee build's dream.
Notes: Samurai Sword is treated as a melee attack rather than a knife attack. Affected skills include: Melee Master & Savor the moment. Hunk's super devastating finisher gets replaced by this, which is actually a bad thing. Hunk's forward knife stab suddenly becomes crazy powerful though.
Rating: 9/10. Only reason it's not a 10 is because of aforementioned moveset replacement. If you don't care about this, then just go ahead and pretend i said 10/10.
Defensive passives
Defensive passives help you extend the quality of life by not being dead. Everything here is geared towards the cancelation, soaking or plain avoiding of damage of all kinds.



Auto Evade

Description: Evade automatically
Maximum Level: 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 15 15 10 11 11 12 12 13 13 14 15 CD 120 110 100 90 80 70 60 50 40 30
Inherit cost 35
Actual use: Automatically evades when you would get hit by something. Great thing to have if you get blindsided and stacks well with other evade perks.
Notes: Neil's starter skill. First passive with visual cooldown icon. (120 seconds at level 1, 30 at 10.)
Rating: 4/10. While a good thing to have when you need it, odds are you have 2 functional eyes to dodge when needed. This skill warrants the use of Executioner mods on weapons, and will work great with some of the other dodging passives, but the high SP cost and half a minute cooldown make it less ideal than others



Evade Extention

Description: Increase evasion distance to 210%
Maximum Level : 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 15 15 5 6 6 6 8 8 10 10 12 DIS% 120 130 140 150 160 170 180 190 200 210
Inherit cost 30
Actual use: Does what it says. Your dodges cover a larger area and make escaping that exploding nonsense right in front of you just a little bit easier.
Notes: Overrides Can't catch me, bad combination.
Rating: 6/10. Can be a bad thing to dodge right in the arms of whatever was creeping up on your rear, or onto that pile of explosive red pus you missed. Generally good but has it's limits.



Evade cancel

Description: Cancel any other action with an evasion
Maximum Level : 1
LVL A SP 15
Inherit Cost
100 !
Actual use: Knocked down? evasion! Back on your feet. Hit in the head? Evasion! Back on your feet ! Accidental reload ? EVASION! BACK ON YOUR FEET!. Nothing can topple or interrupt you long enough to be a serious hazard with this gem of a skill. Works for pretty much anything. Climbing a ladder? evasion! Mid wind up skill animation? evasion ! It's truly the pinnacle of modern science.
Notes: Notes were cancelled.
Rating: 10/10. Because not falling and changing your mind last second is great. Did i mention it cuts off all slow magnum shot recovery times? That's right.



Can't catch me

Description: Increase evasion duration by 0.30 seconds. Decrease evasion recovery time by 20/60 seconds.
Maximum Level : 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 5 5 5 6 6 6 8 8 10 12 15 DUR .12 .14 .16 .18 .20 .22 .24 .26 .28 .30
Inherit cost 25
Actual use: Your dodge recovery times are virtually non existant and you get a few more invincibility frames. How cool is that ?
Notes: N/A
Rating: 7/10 (10/10 if paired with the right skills) only because if you need to dodge more than twice in quick succession and still get hit, you should probably be running the opposite way.



Crouch dodge

Description: Gain 0.37 seconds of invincibility when crouching
Maximum Level : 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 5 5 3 3 3 3 5 5 7 7 10 DUR .10 .13 .16 .19 .22 .25 .28 .31 .34 .37
Inherit cost ??
Actual use: A missile is about to hit you, but you know that you cannot dodge the AOE. WHAT DO YOU DO ?! DUCK AND COVER! This nifty little skill lets you basically nullify otherwise unavoidable damage by crouching. It's a bit of a twitch skill but if you know when to use it, you'll be so superhappy you took this with you.
Notes: For estimates, the invincibility ends roughly when the crouching animation stops and you are fully crouching.
This has not been tested against instant death attacks
(scagdead grab for example)
Rating: 6/10. Lets you evade serious injury but requires timing and can be rendered obsolete by situational awareness.



Shield

Description: Blocks 435 points of damage. Shield automatically regenerates.
Maximum Level : 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 3 3 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 SHLD 150 165 180 195 210 225 240 255 270 285 300 315 330 345 360 375 390 415 420 435
Inherit cost 20
Actual use: You get a coat of armor that takes hits instead of your health. I would have given my last kidney if this skill existed in Revelations 1 but is still good to have. The shield will slowly replenish when damaged after a small delay (roughly 13 seconds after extensive testing)
Notes: If the shield is hit again during the recharge delay, the timer will reset. Recharge from empty to full takes about 2.5 minutes (150 seconds) and damage can bleed through the shield if there isn't enough left to block it completely.
Rating: 4/10. While it's a really large amount of extra health at the lower levels, it doesn't appear to scale with character levels, and when being outleveled by the enemy for sometimes more than 4 whole levels, 435 isn't exactly a whole lot. Recharge rate is absolutely slow however, so it's less suited for high combat scenarios. At the end of the day, it's a personal preference issue. Using executioner mods with this skill will refill the shield a bit each time you kill an enemy. It's therefore a valid alternative to the Health up passive if one has a lot of cooldown skills. Patched out / nerfed.



Magic pixel

Description: If your health is 1% or above when you receive a killing blow, you will survive with one point of health.
Maximum Level : 5
LVL A 1 2 3 4 5 SP 5 5 10 10 10 12 TH 50% 30% 15% 5% 1%
Inherit cost 30
Actual use: Oh no, you took a grenade to the face. No dying for you just yet young man. Survive lethal damage with this little gizmo and keep on trucking soldier.
Notes: 10 second cooldown. When health is replenished above treshold value, multiple uses are possible.
DOES NOT PREVENT INSTANT DEATH ATTACKS
(ie: scagdead's grab instant death attacks.)
Rating: 8/10. As mentioned, it doesn't avoid those nasty scripted game over screen attacks. The reasoning behind this is that you do not take any damage, and that is what is needed for this skill to trigger. You can tank your own missile launcher shot at your feet with this, but no scripted deaths.



Armor Up

Description: Reduce damage received by 30%
Maximum Level: 5
LVL A 1 2 3 4 5 SP 5 5 9 14 21 30 AR% 10 15 20 25 30
Inherit cost: 50
Actual use: Increases your damage resistance by 30%, cutting off a lot of the hurt you would otherwise receive. Great for keeping your internal organs internally.
Notes: Works against all damage, including elemental damage.
Rating: 8/10. Straightforward and generally really useful. Has 0 use if you can avoid damage but generally nice to have.
Utility passives
Utility passives exist to improve features of existing skills or items.


Hurler

Description: Increase bottle throwing speed to 210%
Maximum Level: 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 15 15 10 10 11 11 12 12 13 14 15 SPD% 120 130 140 150 160 170 180 190 200 210
Inherit cost 30
Actual Use: Throw harder, faster and further with this nifty little auxilary skill. Long range grenading is now entirely real and it's very akin to the launcher mod from revelations 1 in terms of use. Pitching grenades just got a lot more awesome !
Other Info: Evnegy's skill. All bottles are affected.
If used with land mines, this skill is rendered obsolete.
Rating: 10/10. Best grenade enhancing skill out of the 3, but useless if no grenades are used.



Stuck on you

Description: Thrown bottle weapons will stick to an enemy. Increase in damage dealt to that enemy.
Maximum Level : 1
LVL A SP 8
Inherit cost 50
Actual use: Your bottle grenades now stick to baddies, making them the equivalent of walking barrels while also boosting damage dealt to them
Notes: Damage boost value is unknown. Shooting the bottle while it is attached to a monster causes it to explode as it would when thrown normally. Bottles detonate automatically after a set amount of time.
Rating: 9/10 when using bottles a lot. No use if none of your active skills are bottles.



Land mines

Description: Place the bottle weapons on the ground. They will be triggered upon enemy contact.
Maximum Level : 1
LVL A SP 8
Inherit cost 60
Actual use: Instead of throwing a bottle towards an enemy, you can trap the floor under your feet with nasty surprises, turning all your bottles into makeshift IED's. Proximity causes it to explode as usual.
Notes: Decoy bottle and Smoke bottle are triggered when put down, not enemy proximity. Overrides Hurler.
Rating: 9/10 when using bottles a lot. No use if none of your active skills are bottles.



Herb storage

Description: Increase herb storage capacity by +9
Maximum Level : 9
LVL A 1 2 3 4 5 6 7 8 9 SP 4 4 6 8 10 12 14 16 18 20 HRB +1 +2 +3 +4 +5 +6 +7 +8 +9
Inherit cost ??
Actual use: Lets you carry 9 more herbs when maxed. :)
Notes: N/A
Rating: 3/10. 9 more herbs is a lot of extra herbs you shouldn't need. There are skills more geared towards surviving than simply carrying more healing items.



Extreme healing

Description: Heal under any circumstance
Maximum Level : 1
LVL A SP 10
Inherit cost 50
Actual use: Getting knocked down is never fun, but when getting knocked down and about to die, seeing that large lumpy axe descend slowly towards you ? That's no fun right? This little skill lets you use herbs pretty much any time. Whether you are falling, reloading, climbing a ladder, getting hurt or anything else that occupies your character, you can still chew on a fresh minty herb while firing that magnum with both hands using this skill.
Notes: N/A
Rating: 7/10. Can be an absolute lifesaver.



Scavenger

Description: 40% chance of getting ammo after defeating an enemy.
Maximum Level : 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 4 4 8 8 8 10 10 10 12 12 12 CHNC 13% 16% 19% 22% 25% 28% 31% 34% 37% 40%
Inherit cost 35
Actual use: Shooting things uses bullets. Killing them when you have this gives you bullets. When you're shooting less than you're killing, you end up with more bullets. Infinite bullets? Bullets !
Notes: Using only a single weapon type (ie: magnums) always gives you magnum ammo when it triggers. Values differ between ammo types (complete list coming soon). Melee kills still grant ammo when it triggers, as do grenade and environmental kills.
Rating: 10/10. Fearing the innevitable larger maps with not enough ammo in the world causes this to be one of the best skills around to have with you. It won't always keep your ammo topped off, but at least you won't run out for a very very long time if you have this one maxed out.



Quick heal

Description: Increase recovery speed to 420%
Maximum Level : 10
LVL A 1 2 3 4 5 6 7 8 9 10 SP 3 3 3 3 4 4 4 5 5 5 5 SPD% 150 180 210 240 270 300 330 360 390 420
Inherit cost ??
Actual use: Herbs go down faster and can thus save your life a whopping 420% faster. Herbs. 420%. Diggit.
Notes: N/A
Rating: 10/10 if you absolutely need to panic heal right the hell now. 2/10 if not. No use having a heal sped up if you're out of enemies to shoot.



Health up

Description: Increases max health to 2000 points
Maximum Level : 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 2 2 2 2 2 3 3 4 4 4 5 5 5 5 5 5 5 5 5 5 5 HP+ 200 240 280 320 360 400 440 480 520 560 600 640 680 720 760 800 840 880 920 1000
Inherit cost: 5
Actual use: Doubles your health bar when maxed, making you able to soak more teeth and claws, which is good.
Notes: Doesn't scale with level. Life on kill mods effectively work twice as well with this equipped.
Rating: 7/10. Plain, boring, double health. Useful if you know you'll get hit a lot, but feels like a precious slot space is gone.
Weapon Proficiency passives
Weapon mastery skills replaced the old Resident Evil Revelations 1 system where each character had their own specific weapon proficiencies. Each character is now able to enjoy the benefits of carrying more ammo and reloading faster for their favourite weapon types.

Ratings for these specific skills will not be given, as they are all identically useful based on preference.



Melee master

Description: Increase damage from melee attacks to 150% and knife attack speed to 220%
Maximum Level : 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 5 5 4 4 4 5 5 5 6 6 6 7 7 7 7 7 7 7 7 7 7 SPD% 125 130 135 140 145 150 155 160 165 170 175 180 185 190 195 200 205 210 215 220
Inherit cost 10
Actual use: QTE/command melee attacks, finishers and stealth attacks do 50% more damage and your knife swings really really fast. A true must have for melee classes.
Boosts Samurai Sword damage rather than Savor the moment would
Notes: While the description says "from" its actually "to". You do not take 50% more damage from melee attacks. Melee dmg doesn't increase with levels. Boosts Samurai Sword damage and speed, despite this not being a knife. Does not increase charge up speed of Powering Up.



Handgun master

Description: Improvements in handgun functionality. Capacity: 369%. Reload speed: 120%
Maximum Level : 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 2 3 3 3 3 4 4 4 5 5 5 6 6 6 6 6 6 6 6 6 6 CPC% 119 131 144 156 169 181 194 206 219 231 244 256 269 281 294 306 319 331 344 369 RLD% 100 100 100 100 105 105 105 105 105 110 110 110 110 110 115 115 115 115 115 120
Inherit cost 5
Actual use: Carry more handgun ammo and reload handguns a bit faster.



Shotgun master

Description: Improvements in shotgun functionality. Capacity: 369%. Reload speed: 120%
Maximum Level : 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 2 3 3 3 3 4 4 4 5 5 5 6 6 6 6 6 6 6 6 6 6 CPC% 119 131 144 156 169 181 194 206 219 231 244 256 269 281 294 306 319 331 344 369 RLD% 100 100 100 100 105 105 105 105 105 110 110 110 110 110 115 115 115 115 115 120
Inherit cost 5
Actual use: Carry more shotgun ammo and reload shotguns a bit faster



Machine pistol master

Description: Improvements in machine pistol functionality. Capacity: 369%. Reload speed: 120%
Maximum Level : 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 2 3 3 3 3 4 4 4 5 5 5 6 6 6 6 6 6 6 6 6 6 CPC% 119 131 144 156 169 181 194 206 219 231 244 256 269 281 294 306 319 331 344 369 RLD% 100 100 100 100 105 105 105 105 105 110 110 110 110 110 115 115 115 115 115 120
Inherit cost 5
Actual use: Carry more machine pistol ammo and reload machine pistols a bit faster



Assault rifle master

Description: Improvements in assault rifle functionality. Capacity: 369%. Reload speed: 120%
Maximum Level : 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 2 3 3 3 3 4 4 4 5 5 5 6 6 6 6 6 6 6 6 6 6 CPC% 119 131 144 156 169 181 194 206 219 231 244 256 269 281 294 306 319 331 344 369 RLD% 100 100 100 100 105 105 105 105 105 110 110 110 110 110 115 115 115 115 115 120
Inherit cost 5
Actual use: Carry more assault rifle ammo and reload assault rifles a bit faster



Sniper rifle master

Description: Improvements in sniper rifle functionality. Capacity: 369%. Reload speed: 120%
Maximum Level : 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 2 3 3 3 3 4 4 4 5 5 5 6 6 6 6 6 6 6 6 6 6 CPC% 119 131 144 156 169 181 194 206 219 231 244 256 269 281 294 306 319 331 344 369 RLD% 100 100 100 100 105 105 105 105 105 110 110 110 110 110 115 115 115 115 115 120
Inherit cost 5
Actual use: Carry more sniper rifle ammo and reload sniper rifles a bit faster



Magnum master

Description: Improvements in magnum functionality. Capacity: 369%. Reload speed: 120%
Maximum Level : 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 2 3 3 3 3 4 4 4 5 5 5 6 6 6 6 6 6 6 6 6 6 CPC% 119 131 144 156 169 181 194 206 219 231 244 256 269 281 294 306 319 331 344 369 RLD% 100 100 100 100 105 105 105 105 105 110 110 110 110 110 115 115 115 115 115 120
Inherit cost 15
Actual use: Carry more magnum ammo and reload magnums a bit faster



Grenade master

Description: Increase explosion blast radius to 200%
Maximum Level: 20
LVL A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SP 3 3 5 5 5 6 6 6 7 7 7 8 8 8 8 8 8 8 8 8 8 RAD% 130 134 137 141 145 148 152 156 159 163 167 171 174 178 182 185 189 193 196 200
Inherit Cost: 15
Actual use: All your bottle grenade skills now explode twice as big, resulting in a larger AOE, more enemies affected and generally being a great way to save having to throw multiple grenades to strike everyone.
Notes: Testing to see if this works with missile launcher / other explosion skills.
Skill Synergies
Skill synergies are skils that naturally seem to pair like they were intended to be together from the start. Below are some examples but at the end of the day, what works here doesn't necessarily mean it has to work for everyone.

Another way to view this is like you would a class build guide, making optimal use of the intended role

In the future, i will list the amount of skill points needed for such a setup, the skills needed to be inherited and optimal candidates (ie: characters that already posess a majority of the listed skills so as to not having to inherit each skill from separate characters)

Passive synergies


Grand melee

powering up + Samurai Sword + Melee master + Savor the Moment.
Main benefits:
- Powerful sword strikes instead of a knife that hit in a large radius.
- Mind bogglingly fast
- Finishers and melee strikes hurt beyond recovery
- Elites can be dealt with once stunned.

This is probably the prime example of a melee synergy, absolutely wrecking anything by use of the once thought "last resort" knife. Strikes will be lightning fast, command moves will hit like a truck and larger enemies or tougher elites can be cornered and destroyed if enough "quality alone time" is spent with them. Truly a marvelous setup that doesn't require guns at all if played right. The remaining 2 slots open up a lot of adaptability, and a true ninja would go for Evade cancel + Can't catch me. Active choices would be Stealth cloak or smoke bottle.


Like water

Evade Cancel + Can't catch me + Evade Extention + Crouch Dodge
Main benefits:
- High end multi purpose evasion build
- Evasions will be chainable in or out of any situation
- High speed adaptability
- Can act like the main focus during coop play

Having 0 imagination, i called it like i see it. Baddies won't touch you and in the off chance something might sneak through, cleverly relax your knees and watch as nothing happens to your precious organs. Having played this build in some of the higher end levels, i can testify to it's usefulness, and while not as hard hitting as some other builds, not getting hit at all has more benefits than would be apparant at first. Savor the moment and Shield both add excellent strategical options due to the increase in speed as well as negating the occasional slip up. Active choices would be taunt and Shockwave.


Ooh, a penny!

Land Mines + Grenade mastery + Stuck on you.
Main benefits:
- Explosive pennies !
- Sticky pennies !
- Area controlling pennies !
- Pennies that are actually high yield explosives !

Stand your ground with this silly named yet surprisingly effective build that makes use of bottle grenades as much as possible. Essentially, if i were to put it into a short story, something like this would happen.

"My name is george. I am a B.O.W. that morphed into an owl like evil. One day i was walking across the street, minding my own business when out of nowhere a beautiful lady appeared. I think her name was moira. Anyways, i ran towards her to greet her with this town's customary hug, but she ran off in panic. I assumed something startled her, but when i chased her, i noticed she seemed to have dropped a bottle of sorts. As i walked over to pick it up, it somehow attached itself to my leg. Shortly thereafter i lost 4 out of the 7 arms i usually have and am in a great deal of pain. My friends seem to have similar issues, but they cannot speak as they are all dead from the resulting explosion. I shall ponder my thoughts and hide around this corner... Wait, is that a diet coke? Dear diary, i shall return shortly"

George was never heard from again.


These are just some of the examples that produce staggeringly effective results. Obviously there are a large amount of combinations possible, but some of the most effective ones will be listed here. Contributions are welcomed :)
Secrets & Mechanics.
Hidden Character Abilities

Due to the nature of Resident Evil Revelations 2 and the uniqueness of the skill system, one would assume that ultimately all characters end up the exact same way with only skill selections as a difference.

This is incorrect.

Several characters have unique abilities that aren't listed anywhere, and all of them are subtle variations on things like melee abilities. Listed below are the characters and their unique abilities that stand them out from the rest of the roster.

(By default, all female characters have a kick for melee and all male characters have a punch for melee. All stealth attacks consist of a kick followed by a downward stab. All finishers consist of a downward stab on the fallen enemy)


Jill
- Finisher changed to a downwards knee jump with a much faster recovery time than the default stab.
- Melee unchanged in both damage and aoe, but goes counterclockwise instead of clockwise like all other female characters.

Wesker
- Melee changed to a forward palm strike with better cone AOE and slightly improved damage.
- Finisher changed to a heel stomp on the downed enemy.

Hunk
- Melee changed to a straight stab with the knife, but reduced cone AOE. Minor damage increase.
- Finisher changed to a handgun shot, slight pause, then 2 more shots in quick succession (does not use ammo) Insanely increased damage potential. Not just that, it looks sick! Hunk again shows who's the boss.

Leon
- Melee changed to forward kick. Smaller cone AOE.

Chris
- Melee changed to uppercut. slightly larger cone aoe.


Unlocking Cipher

Cipher, the jolly nonexistant blue ish giant with a sword made of pure love and rage. Below are the conditions for unlocking one of the most fancy raid characters to date. (Thanks @RetriButioN)

  • 90 Completion medals need to be obtained.
  • Each stage is good for 1 medal.
  • Getting a medal is done by completing all challenge medals simultaneously (ie: get all medals at once
  • Throwback raid maps count towards the total

Cipher initially lacks any gun slots and only has 2 skills readily available. Samurai Sword and Taunt. All other skils need to be inherited through other characters. The first possible gun slot unlocks at level 8, so it's just you and your sword until then.


Understanding the game mechanics

This section is going to get super technical so some knowledge about the mechanics is required before being able to fully understand this.

-I-frames and you-

I-frames (invincibility frames) are part of the core game's mechanics and have been part of the Resident Evil series since 4. While other titles had this mechanic as well in some situations, 4 made extensive use of them due to command maneuvres like melee attacks, grabs, hops, climbs and so on.

Saying something has I-frames and actually being a full invulnerable animation are two separate things. Below is a list with the most obvious and most used "moves" that have either full or partial i-frames.

This title shares similar mechanics and wherever there are I-frames in moves, there's a place for them in this section.

First off, a list of things that have full I-frames.
- Melee attacks. Start to finish, a melee attack cannot be interrupted. No damage can be taken and no grabs are possible.
- Finishers. Same as melee attacks. Full I-frames for the entire duration.
- Stealth attacks.
- Wind up animations for most skills (listed per skill as they are identified)

Semi I-frame moves:
- Knocked down / falling. Falling has I-frames for roughly half the animation. Landing front to back (backwards) has i-frames while airborne until slightly before touching the ground. Landing back to front (forwards) has i-frames while airborne only. Sideways falls and straight drops do not have i-frames or are nigh moot in duration.
- Flinching from explosions. I-frames until the "cower" part of the animation is over. When moving from cower to default, there are no i-frames.

Zero i-frame moves:
- Fence hopping / window hopping / climbing. Earlier Resident evil titles were notorious for this as it was virtually impossible to take any amount of damage if a player initiated a climb or hop over any obstacle, no matter how small. Revelations 2 does not have this, and climbing over a fence, hopping on a box or climbing a ladder all has 0 i-frames, and you will get hurt when you would get hit normally.

Moves that ignore i-frames (not to be confused with full invulnerability IE: coat of armor, crouch dodge.
- (placeholdername)& vulcanblubber projectiles ignore i-frames from dodging. While in the radius of the explosion, you will take damage and it will override any dodge i-frames you are currently going through, unless they are skill or windup i-frames.


Weapon "decay". The durability stat and you

Revelations 1 had the exact same mechanic and it's back here as well. Currently this section is undergoing heavy testing to get accurate values but it's definitely a fact that all enemies have a weakness or a resistance to one or more weapon types.

The main indicator that this exists is the durability remark on the rocket launcher skill. While it is no longer an actual weapon, it still counts as such for damage calculations, but in this specific case it will ignore level range and durability decay from either overpowering enemies or weapon type decay, ensuring full damage dealt.

Some examples that are very obvious:
- Rotten VS afflicted when using shotgun type weapons immediately shows the main idea behind weapon decay. Rotten will take increased damage from shotguns whereas afflicted will take less damage from shotguns. Ultimately, you can mod a shotgun to high enough values to make this a moot point, but this is one of many examples.

While i don't expect this list to be accurate or complete anytime soon bar some asian datamining skills, it's still good to get the word out, hence this section.
Credits & Community
Community Shoutout

As of 17-3 this guide is 99% done, however i am missing the inherit values for a great many skills. If you are reading this and happen to have these values on hand, please add me through steam and send me a screenshot of the skill you contributed. Your name will end up in the credits and this guide will be that much more complete.

Please note that values will get updated the second i get them, so this section will become moot if i have all the values.

Currently missing:

Firebomb Bottle
Electric Bottle
Exploding Bottle
Decoy Bottle
Taunt
Gesticulating
Powering up
Crouch dodge
Shield
Herb Storage
Extreme healing
Quick Heal
Health Up
Melee master



Credits & Thank yous
(in no particular order whatsoever.)

- Space Owl for image contribution.
- Leon S. Kennedy (Samurai Sword synergy testing, EP3 raid skill info)
- Nemesis50 (Samurai Sword synergy testing)
- RetriButioN (Cypher unlock conditions)
- Baptiste (shield mechanics discovery)
- Gucky (EP3 raid skill info)
- Riut (ice bottle effect correction)
- Luxordz (pointing out Ground Pound has changed)
- Soren the Impaler (pointing out shield no longer benefits from Executioner mod)
- Wilko (inherit values)
- RUNT-Ch (Gesticulating stacking with melee master)
- Alpha 001 (gesticulating inherit cost)
- KFrosty33 (melee master, drill charge, savor the moment inherit cost)

Thank you for reading :)
89 Comments
FishFlop_The_CatSlap 27 Jun, 2023 @ 12:36am 
the increased i frames from cant catch me also seem to work fine with evade extension :/
FishFlop_The_CatSlap 27 Jun, 2023 @ 12:28am 
tested it a little and the recovery from cant catch me works with evade extension. timing seems really tight. ive only managed to actually avoid damage with cant catch me.
FishFlop_The_CatSlap 27 Jun, 2023 @ 12:15am 
ah i just read that skills dont work in the lobby, makes testing annoying. do you know how i-frames work with evading? i cant find anything online
FishFlop_The_CatSlap 27 Jun, 2023 @ 12:06am 
in what way does it not stack? it seems to not give faster recovery but does the increased i-frames still work? also is the dodge animation with evade extension longer?
FishFlop_The_CatSlap 19 Jun, 2023 @ 9:02pm 
lol jills starting skills dont work together XD
vdvjekanavi39(Sun) 26 Apr, 2021 @ 12:58am 
Thanks. Nice guide and very helpful. A lot i discovered myself, but new things is good to know.
Raddan 21 Apr, 2021 @ 4:41am 
ТОП!!!!!!
Elenda, the Dusk Rose 6 Feb, 2021 @ 8:24am 
Very in depth guide! I've been playing the game a while and learned a lot from this!
AvaLanCS 23 Feb, 2020 @ 6:14am 
Very nice guide, just want to add that you can aim the rocket launcher by holding down alt (the same way you would with a bottle), but disregard the bottle arc display, just assume it goes straight to the middle of the screen. It also doesn't do any damage to you, so you can use it when you're surrounded by eveything!
Turahk 20 Oct, 2019 @ 2:21pm 
Shield most definetly stacks with levels, it can help a lot in Code Red, Rocket Launcher can be especially helpfull on Code Red as well tho less on lower difficulties