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Passive Skills, or just Skills, are perks that enchance soldiers' perfomance, in one way or another, offensively or defensively. For example, they can give a slight boost in damage dealt, at cost of slight decrease in health, or give some resistance to status effects. Each soldier has 4 skills to choose from (not counting the None "skill"), but only one skill can be chosen at a time for a soldier.

To gain a skill, you must first unlock it by levelling up to a certain level. The first skill is always unlocked at level 2, the second one at level 6, the third one at level 10 and the fourth one at level 14. By default, all soldiers only have the None skill unlocked (and equipped), which mean you have no skill chosen. After you've unlocked a skill, navigate to the Soldiers menu (which can be accessed from Main Menu by clicking on the highlighted Soldiers button, or from Campaign/Challenges/Custom Game menus, by clicking on Soldiers button in bottom-left corner), and then to the Abilities screen (accessed by clicking on 3rd icon in top-left corner of Soldiers menu). From there, you can manage both skills and killstreaks, with skills being colored blue and placed in the top row and killstreaks being colored red and placed in the bottom row. Now simply click on any unlocked skill, and bah, you've equipped it. Unlike killstreaks, skills are activated automatically a nd last for the whole match.

The nature of skills make them similar to weapon attachments, but while Attachments are locked down to a specific weapon type, skills are unique for each class/soldier, so a skill intended for Mercenary cannot be used by a Sniper, with a few exceptions seen mostly in Challenges.

Below is a list of all skills available, sorted by soldier classes and unlock order.

Skills list[]

Engineer[]

Iron Grip
A strong grip on your weapon ensures best accuracy at all times.
(Aim is not decreased by Firing or Movement)
  • Also nullifies recoil given by the Hearbeat Sensor attachment.
Adrenaline
Adrenaline text

Adrenaline's text

Increase your fire rate while being damaged.
(+15% Fire Rate when being hit)
  • The buff lasts for half a second.
  • Actually increases fire rate by 60% instead of 15%.
  • Will trigger when receiving damage from fire, acid, and self-damage.
  • Is signalized by red "Adrenaline!" text, with a yellow outline blur.
Repair Bots
When injured, Nano Repair Bots repair your wounds, speeding up recovery.
(4x Health Regeneration)
  • Your regeneration particles will appear 10 times per second, instead of the usual 3 times per second.
Efficiency
All gadgets are created with greater efficiency, allowing them to be deployed quicker.
(Killstreaks require 1 less kill)

Mercenary[]

No Sweat
Be one with Explosives and take significantly less Damage from them.
(-30% Damage from Explosives and Fire; can no longer damage yourself)
  • All self-inflicted fire and acid damage is nullified aswell.
    • Still being considered damage; it'll disrupt health (and armor) regeneration.
  • Cancels out many forms of environmental suicide, such as the Disposal Beam at the Isolation map. See this article for more information.
Sacrifice
Deal more Damage at the cost of reducing your max Health.
(+15% Damage, but -15% Health)
Scavenger
Scavenger text

Scavenger's text

Steal the Ammo from fallen enemies. Kill forever, shoot forever.
(Killing an enemy recovers 15% of ammo)
  • Ammo gained is placed in the reserve ammo pool and not in the current mag.
  • Is signalized by white "+Ammo" text, with a cyan outline blur.
Ammo Feed
All ammo is fed directly to your machine gun, making it very hot!
(Never reload with Machine Guns; +5% chance to set the enemy on fire)
  • Both no reloading and ignition chance apply to machine guns only.

General[]

Fast Hands
Master the art of weaponry with lightning fast reloads.
(Reload Magnums and Shotguns 3x faster)
  • Note that this may make some weapon reloads look extremely off.
Full Auto
With custom triggers, all weapons become fully automatic and have an increase in Fire Rate.
(+5% Fire Rate, All weapons are Full-Auto)
  • Actually increases fire rate by 10% instead of 5%.
  • Burst weapons don't need to be constantly clicked to function, but still retain their signature burst of shots.
Transfusion
Killing an enemy within 5 feet transfers some of his life to you.
(Heal for 25% when killing enemies in very close range)
  • This skill actually has a range of 3.5 ft, not 5.
Gun Play
Gun Play text

Gun Play's text

Swap your guns after every kill to keep a steady stream of bullets, forever.
(Killing an enemy instantly reloads your other gun)
  • Your "other gun" being your secondary, if you have your primary out, and vice versa.
  • Is signalized by gray "Gun Play!" text.

Sniper[]

Kill Steal
Kill Steal text

Kill Steal's text

Killing is easier when you're not being fired at.
(+15% Damage to enemies not targetting you)
  • Does not work against the player.
  • Is signalized by gray "Kill Steal" text.
Armor Piercing
Your bullets pierce through some of the enemy's armor, damaging his health as well.
(Pierce 80% of enemy's armor)
  • For clarification: 80% of your damage goes to the opponent's health, instead of their armor.
  • The Hallow Points attachment doesn't apply any bonus damage to their health if they still have any armor points.
  • The FMJ Rounds attachment still applies bonus damage if the enemy has armor.
Extreme Focus
Extreme Focus text

Extreme Focus' text

Taking your time for precise shots will heavily increase your damage.
(+30% Damage after not shooting for 1 second)
  • Cooldown is reset back to 1 second after respawning.
  • Is signalized by dark gray "FOCUSED" text.
Overkill
Overkill text

Overkill's text

Killing an enemy with huge damage adds the excess damage to your next shot.
(Add excess kill damage to your next shot)
  • Basically, killing a 100 HP enemy with a 150 damage shot gives you 50 extra damage for the next shot, and this can add up if you keep one-shotting.
  • The Overkill bonus applies for both primary and secondary.
  • If you miss, your Overkill bonus does not change nor reset.
  • An oversight allows you to keep your previous Overkill bonus if your excess damage deals less than 10% of the enemy's max health.
  • A deliberate bug is present where hitting an enemy who also has this skill will reset their Overkill bonus.
  • A deliberate bug is present where if you commit any kind of suicide, the Overkill indicator appears.
  • Your Overkill bonus is always reset when you respawn.
  • Is signalized by red "OVERKILL" text on the target.

Juggernaut[]

Immovable Object
You can never have too much Armor.
(+30% Armor)
Reflective Plating
Extra plating gives a chance to completely reflect bullets back at attackers.
(+8% Chance to reflect bullets)
  • Does not work due to a bug.
Booby Trap
Booby Trap text

Booby Trap's text

Losing your Armor triggers an explosion, damaging all nearby enemies. [Once per life]
(Damage nearby enemies when losing Armor)
  • Damage done ranges from 45 damage (at level 1) to 90 damage (at level 50).
  • This skill's explosion has a range of 5 ft.
  • Although it doesn't damage you, it does also damage your allies.
  • Is signalized by white "SURPRISE" text, with a dark yellow outline blur.
Resistance
Juggernaut cannot be set on Fire/covered in Acid/Frozen/Electrified.
(Immune to status effects)
  • Includes self-inflicted statuses.
  • Does not protect you against Dooty Launcher's "Gross..." status effect.

No class[]

These are skills that the player can never choose for any of his soldiers. Their purpose is to be used in specific missions of Campaign and Challenges, to give an unique power-up for the player or the enemies.

Auto Streak (1)
Auto gain 1 killstreak point every 3 seconds
Auto Streak (2)
Auto gain 1 killstreak point every 1.5 seconds
Auto Streak (3)
Auto gain 1 killstreak point every 0.5 seconds
  • This one is unused.
Auto Streak (4)
Auto gain 1 killstreak point every 0.1 seconds
Invisibility
Always invisible
  • Acts as a permanent version of the True Stealth killstreak. Unlike True Stealth, getting hurt doesn't reveal the user.
  • Used in Challenge 10 by all enemies.
Full Radar
Always full radar

Tips & Trivia[]

  • In general, it is advised to try out all the skills and choose which one fits your character build or your tastes the best.
  • If a skill doesn't directly state that it's limited to one sort of weapons, you should expect it to work with absolutely all weapons, incuding those given by a specific challenge, or Fiesta mod, and even status effects. For an example, Sniper's Armor Piercing works even with melee weapons, and also with fire and acid.
  • In Campaign, all Strike Force Heroes squad members have Efficiency as their skill, besides the player.
  • Some challenges can be simplified significantly using a specific skill. If there's a lot of status effects around, choose status immunity. If there's a lot of explosions around, go for explosive resistance.
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