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Fuse Character Skills Build and Perks Guide

Fuse
Insomniac Games’ newest co-op shooting game is out, and is looking pretty good. Formerly known as Overstrike, FUSE is similar to Borderlands in that it includes up to four person simultaneous co-op.

It also features a number of skill trees and upgrade options that can befuddle the unprepared player, so we at SegmentNext have taken it upon ourselves to try and de-mystify this part of your character’s development.

Fuse Team Perks

The first things to know about are Team Perks. These are bonuses that affect not only your character, but also the rest of the Overstrike 9 squad.

Each player has one Team Perk slot which can hold only one of the sixteen different perks to choose from. You can purchase a perk for 10,000 FUSE credits and upgrade it once more for an additional cost. Here are the available perks:

Banker
Effect: Increases Fuse credits earned by 5%

Bullet Hoarder
Effect: Ammo pickups grant +10% more bullets

Executioner
Effect: Enemy takedowns heal you for 20% health

Fireproof
Effect: Reduce damage from fire and explosions by 10%

Fuse Maximizer
Effect: Total Fuse capacity increased by 10%

Grenadier
Effect: Grenades gain a 15% larger explosion radius

Guardian Angel
Effect: Rescuing an agent charges up 2% of your Fusion meter

Last Gasp
Effect: Bleedout lasts 3 seconds longer before death

Marksman
Effect: Gain 15% chance to regain weapon ammo after a headshot kill

Medic
Effect: Revive agents 15% faster

Quickdraw
Effect: One-handed weapons augmented with fuse and deal 10% more damage

Shield Assassin
Effect: Deal 15% more damage to Fuse Shields

Sniper
Effect: Deal 10% more damage while scoped

Vitality
Effect: Increases agent health by +10%

XP Multiplier
Effect: XP earned increased by +5%

Fuse Character Skill Trees

Dalton Brooks

Tier #1

Firearms Specialist – (Level 1)
Effect: Increases magazine size for Harbinger and Prowler by 3, all other firearms by 30%

Firearms Specialist – (Level 2)
Effect: Increases weak spot and headshot damage 15% for firearms.

Firearms Specialist – (Level 3)
Effect: Increases grenade capacity by 2 and damage radius by 30%.

Ferrofluid Stabilizer – (Level 1)
Effect: Ammo cost of Magshield blast reduced by 25%

Ferrofluid Stabilizer – (Level 2)
Effect: Ammo drain for catching bullets reduced by 20%

Ferrofluid Stabilizer – (Level 3)
Effect: Maximum number of enemies killed by Magshield Blast increased by 2

Combat Suit – (Level 1)
Effect: Decreases damage 10% while in cover

Combat Suit – (Level 2)
Effect: Increases health regeneration rate 25%

Combat Suit – (Level 3)
Effect: Increases maximum health 20%

Tier #2

Deployable Shields – (Level 1)
Effect: Deploy Station Magshields

Firearms Expert – (Level 1)
Effect: Increases firearm damage 10% for team members shooting through Magshield.

Firearms Expert – (Level 2)
Effect: Increases damage 15% on Guardian, Dragonfly, and Prowler

Firearms Expert – (Level 3)
Effect: Increases damage 15% on Savager, Daybreaker, and Harbinger.

Deployable Shield Upgrade – (Level 1)
Effect: Deployable Magshield lasts for 10 seconds longer

Deployable Shield Upgrade – (Level 2)
Effect: Ammo cost of deployable shields reduced by 50%

Overcharge Capacitor – (Level 1)
Effect: Magshield blasts have a 10% chance of critical strike

Overcharge Capacitor – (Level 2)
Effect: Magshield blasts have a 15% chance of critical strike

Overcharge Capacitor – (Level 3)
Effect: Magshield blasts have a 20% chance of critical strike

Tier #3

Fuse Grenades – (Level 1)
Effect: Grenades become Fuse Grenades, unleashing 1 Fuse tendril upon explosion.

Xenotech Circuitry – (Level 1)
Effect: Kills with firearms have a 10% chance to partially recharge Xenotech Ammo

Xenotech Circuitry – (Level 2)
Effect: Kills with firearms have a 20% chance to partially recharge Xenotech Ammo

Xenotech Circuitry – (Level 3)
Effect: Kills with firearms have a 30% chance to partially recharge Xenotech Ammo

Fuse Grenade Upgrade – (Level 1)
Effect: Unleashes 2 weaponized Fuse tendrils upon explosions

Fuse Grenade Upgrade – (Level 2)
Effect: Unleashes 3 Fuse tendrils upon explosions

Kinetic Converter – (Level 1)
Effect: Adds a 2% chance of critical strike on next Magshield blast for every volley caught

Kinetic Converter – (Level 2)
Effect: Adds a 4% chance of critical strike on next Magshield blast for every volley caught

Kinetic Converter – (Level 3)
Effect: Adds a 6% chance of critical strike on next Magshield blast for every volley caught

Tier #4

Fusion – (Level 1)
Effect: Unlocks Fusion Ability. Activating Fusion enables invincibility and unlimited Xenotech ammo for a limited time.

Firearms Master – (Level 1)
Effect: Increases damage 15% on Guardian, Dragonfly, and Prowler

Firearms Master – (Level 2)
Effect: Increases damage 15% on Savager, Daybreaker, and Harbinger

Fusion Upgrade – (Level 1)
Effect: Revive team to full health and unlimited Xenotech ammo for 10 seconds

Fusion Upgrade – (Level 2)
Effect: Fusion enables 100% critical strikes with Magshield blasts

Reserve Fusion Cells – (Level 1)
Effect: Increases Fusion duration 2 seconds and rate of Fusion gain by 10%

Reserve Fusion Cells – (Level 2)
Effect: Increases Fusion duration 4 seconds and rate of Fusion gain by 20%

Isabelle Sinclair

Tier #1

Firearms Specialist – (Level 1)
Effect: Increases magazine size for Harbinger and Prowler by 3, all other firearms by 30%

Firearms Specialist – (Level 2)
Effect: Increases weak spot and headshot damage 15% for firearms.

Firearms Specialist – (Level 3)
Effect: Increases grenade capacity by 2 and damage radius by 30%

Reinforced Melantine – (Level 1)
Effect: Enemies remain crystallized for 3 seconds longer

Reinforced Melantine – (Level 2)
Effect: Increased ammo capacity for Shattergun rounds by 30%

Reinforced Melantine – (Level 3)
Effect: Crystal effect can chain to 2 additional targets

Combat Suit – (Level 1)
Effect: Decreases damage 10% while in cover

Combat Suit – (Level 2)
Effect: Increases health regeneration rate 25%

Combat Suit – (Level 3)
Effect: Increases maximum health 20%

Tier #2

Med Beacon – (Level 1)
Effect: Deploy a Med Beacon that heals and revives agents within its radius

Firearms Expert – (Level 1)
Effect: Team firearm damage increased 10% while near a Med Beacon

Firearms Expert – (Level 2)
Effect: Increases damage 15% on Guardian, Dragonfly, and Prowler

Firearms Expert – (Level 3)
Effect: Increases damage 15% on Savager, Daybreaker, and Harbinger.

Med Beacon Upgrade – (Level 1)
Effect: Med Beacon heal rate improved 30%

Med Beacon Upgrade – (Level 2)
Effect: Med Beacon duration increased by 10 seconds

Overcharge Capacitor – (Level 1)
Effect: Shatter kills have a 5% chance of detonating for a critical strike

Overcharge Capacitor – (Level 2)
Effect: Shatter kills have a 10% chance of detonating for a critical strike

Overcharge Capacitor – (Level 3)
Effect: Shatter kills have a 15% chance of detonating for a critical strike

Tier #3

Fuse Grenades – (Level 1)
Effect: Grenades become Fuse Grenades, unleashing 1 Fuse tendril upon explosion.

Xenotech Circuitry – (Level 1)
Effect: Kills with firearms have a 10% chance to partially recharge Xenotech Ammo

Xenotech Circuitry – (Level 2)
Effect: Kills with firearms have a 20% chance to partially recharge Xenotech Ammo

Xenotech Circuitry – (Level 3)
Effect: Kills with firearms have a 30% chance to partially recharge Xenotech Ammo

Fuse Grenade Upgrade – (Level 1)
Effect: Unleashes 2 weaponized Fuse tendrils upon explosions

Fuse Grenade Upgrade – (Level 2)
Effect: Unleashes 3 Fuse tendrils upon explosions

Medic Overcharge Amp – (Level 1)
Effect: Each heal or revive of an agent adds 2% chance of a critical strike on your next shatter

Medic Overcharge Amp – (Level 2)
Effect: Each heal or revive of an agent adds 4% chance of a critical strike on your next shatter

Medic Overcharge Amp – (Level 3)
Effect: Each heal or revive of an agent adds 6% chance of a critical strike on your next shatter

Tier #4

Fusion – (Level 1)
Effect: Unlocks Fusion Ability. Activating Fusion enables invincibility and unlimited Xenotech ammo for a limited time.

Firearms Master – (Level 1)
Effect: Increases damage 15% on Guardian, Dragonfly, and Prowler

Firearms Master – (Level 2)
Effect: Increases damage 15% on Savager, Daybreaker, and Harbinger

Fusion Upgrade – (Level 1)
Effect: Revive team to full health and unlimited Xenotech ammo for 10 seconds

Fusion Upgrade – (Level 2)
Effect: Fusion enables 100% critical strikes with Shatter kills

Reserve Fusion Cells – (Level 1)
Effect: Increases Fusion duration 2 seconds and rate of Fusion gain by 10%

Reserve Fusion Cells – (Level 2)
Effect: Increases Fusion duration 4 seconds and rate of Fusion gain by 20%

Jacob Kimble

Tier #1

Firearms Specialist – (Level 1)
Effect: Increases magazine size for Harbinger and Prowler by 3, all other firearms by 30%

Firearms Specialist – (Level 2)
Effect: Increases weak spot and headshot damage 15% for firearms.

Firearms Specialist – (Level 3)
Effect: Increases grenade capacity by 2 and damage radius by 30%

Poyatomic Mercury – (Level 1)
Effect: Arcshot ammo capacity increased by 25%

Poyatomic Mercury – (Level 2)
Effect: Arcshot headshot and weak spot damage increased by 20%

Poyatomic Mercury – (Level 3)
Effect: Damage from all sources increased 5% for each bolt stuck in that enemy

Combat Suit – (Level 1)
Effect: Decreases damage 10% while in cover

Combat Suit – (Level 2)
Effect: Increases health regeneration rate 25%

Combat Suit – (Level 3)
Effect: Increases maximum health 20%

Tier #2

Charge Bolts – (Level 1)
Effect: Energize bolts in the environment to incinerate enemies

Firearms Expert – (Level 1)
Effect: Team firearm damage increased 20% on any charge-shot-affected enemy

Firearms Expert – (Level 2)
Effect: Increases damage 15% on Guardian, Dragonfly, and Prowler

Firearms Expert – (Level 3)
Effect: Increases damage 15% on Savager, Daybreaker, and Harbinger.

Charge Bolts Upgrade – (Level 1)
Effect: Charged Shots deal 20% more damage

Charge Bolts Upgrade – (Level 2)
Effect: Charged shots can chain to 2 additional enemies

Overcharge Capacitor – (Level 1)
Effect: Arcshot bolts have a 2% chance of critical strike on impact

Overcharge Capacitor – (Level 2)
Effect: Arcshot bolts have a 3% chance of critical strike on impact

Overcharge Capacitor – (Level 3)
Effect: Arcshot bolts have a 4% chance of critical strike on impact

Tier #3

Fuse Grenades – (Level 1)
Effect: Grenades become Fuse Grenades, unleashing 1 Fuse tendril upon explosion.

Xenotech Circuitry – (Level 1)
Effect: Kills with firearms have a 10% chance to partially recharge Xenotech Ammo

Xenotech Circuitry – (Level 2)
Effect: Kills with firearms have a 20% chance to partially recharge Xenotech Ammo

Xenotech Circuitry – (Level 3)
Effect: Kills with firearms have a 30% chance to partially recharge Xenotech Ammo

Fuse Grenade Upgrade – (Level 1)
Effect: Unleashes 2 weaponized Fuse tendrils upon explosions

Fuse Grenade Upgrade – (Level 2)
Effect: Unleashes 3 Fuse tendrils upon explosions

Precision Overcharge Link – (Level 1)
Effect: Each headshot or weak spot hit with the Arcshot adds 1% chance of a critical strike on your next Arcshot hit.

Precision Overcharge Link – (Level 2)
Effect: Each headshot or weak spot hit with the Arcshot adds 2% chance of a critical strike on your next Arcshot hit.

Precision Overcharge Link – (Level 3)
Effect: Each headshot or weak spot hit with the Arcshot adds 3% chance of a critical strike on your next Arcshot hit.

Tier #4

Fusion – (Level 1)
Effect: Unlocks Fusion Ability. Activating Fusion enables invincibility and unlimited Xenotech ammo for a limited time.

Firearms Master – (Level 1)
Effect: Increases damage 15% on Guardian, Dragonfly, and Prowler

Firearms Master – (Level 2)
Effect: Increases damage 15% on Savager, Daybreaker, and Harbinger

Fusion Upgrade – (Level 1)
Effect: Revive team to full health and unlimited Xenotech ammo for 10 seconds.

Fusion Upgrade – (Level 2)
Effect: Fusion enables 100% critical strikes with Arcshot Bolt impacts.

Reserve Fusion Cells – (Level 1)
Effect: Increases Fusion duration 2 seconds and rate of Fusion gain by 10%

Reserve Fusion Cells – (Level 2)
Effect: Increases Fusion duration 4 seconds and rate of Fusion gain by 20%

Naya Deveraux

Tier #1

Firearms Specialist – (Level 1)
Effect: Increases magazine size for Harbinger and Prowler by 3, all other firearms by 30%

Firearms Specialist – (Level 2)
Effect: Increases weak spot and headshot damage 15% for firearms.

Firearms Specialist – (Level 3)
Effect: Increases grenade capacity by 2 and damage radius by 30%

Antimatter Coolant – (Level 1)
Effect: Warp Rifle can fire 25% more shots before overheating

Antimatter Coolant – (Level 2)
Effect: Increases Ammo capacity for Warp Rifle rounds by 25%

Antimatter Coolant – (Level 3)
Effect: Warp blasts deal 30% more damage to nearby enemies

Combat Suit – (Level 1)
Effect: Decreases damage 10% while in cover

Combat Suit – (Level 2)
Effect: Increases health regeneration rate 25%

Combat Suit – (Level 3)
Effect: Increases maximum health 20%

Tier #2

Phantom – (Level 1)
Effect: Activate Cloaking Mechanism

Firearms Expert – (Level 1)
Effect: Team firearm damage increased 10% while Cloaked

Firearms Expert – (Level 2)
Effect: Increases damage 15% on Guardian, Dragonfly, and Prowler

Firearms Expert – (Level 3)
Effect: Increases damage 15% on Savager, Daybreaker, and Harbinger.

Phantom Upgrade – (Level 1)
Effect: Cloaking effect lasts 4 seconds longer

Phantom Upgrade – (Level 2)
Effect: Cloaking costs 20% less

Overcharge Capacitor – (Level 1)
Effect: Warp blasts have a 5% chance of critical strike

Overcharge Capacitor – (Level 2)
Effect: Warp blasts have a 10% chance of critical strike

Overcharge Capacitor – (Level 3)
Effect: Warp blasts have a 15% chance of critical strike

Tier #3

Fuse Grenades – (Level 1)
Effect: Grenades become Fuse Grenades, unleashing 1 Fuse tendril upon explosion.

Xenotech Circuitry – (Level 1)
Effect: Kills with firearms have a 10% chance to partially recharge Xenotech Ammo

Xenotech Circuitry – (Level 2)
Effect: Kills with firearms have a 20% chance to partially recharge Xenotech Ammo

Xenotech Circuitry – (Level 3)
Effect: Kills with firearms have a 30% chance to partially recharge Xenotech Ammo

Fuse Grenade Upgrade – (Level 1)
Effect: Unleashes 2 weaponized Fuse tendrils upon explosions

Fuse Grenade Upgrade – (Level 2)
Effect: Unleashes 3 Fuse tendrils upon explosions

Phantom Overcharge Link – (Level 1)
Effect: Each attack with the Warp Rifle while cloaked adds 1% chance of a critical strike on your next warp

Phantom Overcharge Link – (Level 2)
Effect: Each attack with the Warp Rifle while cloaked adds 2% chance of a critical strike on your next warp

Phantom Overcharge Link – (Level 3)
Effect: Each attack with the Warp Rifle while cloaked adds 3% chance of a critical strike on your next warp

Tier #4

Fusion – (Level 1)
Effect: Unlocks Fusion Ability. Activating Fusion enables invincibility and unlimited Xenotech ammo for a limited time.

Firearms Master – (Level 1)
Effect: Increases damage 15% on Guardian, Dragonfly, and Prowler

Firearms Master – (Level 2)
Effect: Increases damage 15% on Savager, Daybreaker, and Harbinger

Fusion Upgrade – (Level 1)
Effect: Revive team to full health and unlimited Xenotech ammo for 10 seconds.

Fusion Upgrade – (Level 2)
Effect: Fusion enables 100% critical strikes with Warp blasts.

Reserve Fusion Cells – (Level 1)
Effect: Increases Fusion duration 2 seconds and rate of Fusion gain by 10%

Reserve Fusion Cells – (Level 2)
Effect: Increases Fusion duration 4 seconds and rate of Fusion gain by 20%

Don’t forget to share which skills and perks you preferred while leveling up your character in FUSE?