Builds
Dead Island 2 hands you six slayers and then lets you rewrite everything about the one you chose except the body they came in. We hold full skill decks for four of them, and set side by side those four decks argue about almost nothing except a single question: what do you have to do to get your health back?
That question sorts this entire bucket. Bruno gets paid for dodging. Ryan gets paid for blocking. Dani gets paid for blocking, countering and killing. Jacob does not get paid at all, because his deck spends health instead of earning it. Decide which of those four inputs you actually enjoy pressing, and the rest of the loadout follows from it.
Every Dead Island 2 build, sorted by what refills the bar
| Slayer | What you have to do | What it pays back | What it costs |
|---|---|---|---|
| Bruno | Dodge so the swing misses by a hair | Health from Safety First, stamina from Dodge, agility and heavy attack power from Rapid Reprisal | The thinnest health pool of the four |
| Ryan | Block in the instant before the hit lands | Health, stamina, Fury, Toughness, Force and stacking attack damage, all off one input | Speed, he is far too slow to dodge reliably |
| Dani | Block, counter, then keep killing | Health from Bloodlust, Safety First, Invigorating and Limb Reaper | Nothing structural, which is why she is the safe first pick |
| Jacob | Nothing, he pays outward instead | Burn damage through Hot Footed and shock damage through Lightning Strike | His own health, on purpose, funded by the biggest pool here |
Read the column that matters to you and start there: the Bruno build for hit and run, the Ryan build for standing still and daring the horde, the Dani build if you would rather not commit yet, and the Jacob build if you want the numbers to be silly.
One card, three different triggers
Safety First is the tell. It appears in three of these four decks and pays out on a different action every time. On Bruno it returns health for a near miss, so it only fires if you dodge late and tight. On Ryan it returns health for a block, so it fires constantly. On Dani it also returns health for a block, but she is running three more recovery cards alongside it. Jacob is the only slayer here who leaves it out of the deck entirely, and that omission is the whole design of him.
If you are unsure whether a deck you have assembled is defensive or not, look for that card and ask what has to happen for it to trigger. A deck that cannot answer is a deck that will only work while your health bar is full.
How each deck actually plays
Bruno stacks recovery on top of movement. Safety First and Vivisuction hand back the health that Dash Strike and Lightning Strike cost him, while Dodge and Rapid Reprisal keep his stamina topped up, so he can strike a few times and leave before anything closes in. Bob and Weave is his exclusive card and rewards the same habit. Because his health pool is small, Corpse Blossom, Seismic Stomp and Overhead Smash are there mostly to buy space rather than to kill.
Ryan is the opposite instinct. Block and Served Cold, then Safety First, Blockbuster, Steadfast, Pain Threshold and Far From Done, all key off the same button, which means one well timed block returns health, returns stamina, fills Fury, raises Toughness and raises damage in a single beat. Add Pay it Forward and status effects landing on him become a damage buff. Surgeon and Limb Reaper then reward maiming, which is why his weapon list is built from maim tools rather than raw damage.
Dani is the one deck that does not have to choose. Bloodlust, Safety First, Invigorating and Limb Reaper cover recovery, Ground Pound and Thunderstruck clear space, Serial Killer and Blood Rush push damage upward, and Juggernaut turns an overhead smash into her heavy hitter. Jacob throws all of that away: Hot Footed and Lightning Strike burn his own health for damage, Serial Killer stacks with Hack and Dash and with No Mercy to push the output upward, and Group Therapy quietly makes him the best co-op partner in the folder.
Pick weapons to match the deck, not the other way round
Drops in this game are random, so the useful decision is which perks and mods you chase rather than which named weapon you hope for. Ryan wants tools that take limbs off, which is why Wildstyle and the Smashing Mutilator Pickaxe suit him and why Vampire and Leech turn maiming back into health. Bruno wants stun, so the Smashing Electrocutor Katana with an Electrocutor mod fits a build that survives by not being hit. Dani wants an overhead smash to fire Juggernaut, which is what Emma's Wrath is for. Jacob wants elemental damage so that Corpse Blossom keeps chaining.
Guns matter less than the mods bolted to them. Big Shot and the Punctuator Nail Gun turn up in two of these four decks, and a Punctuator mod is what makes a rifle worth carrying against a boss. If a weapon in your inventory has the right fixed perk, such as High Impact or a sturdy handle, it is usually worth keeping over a stronger one that does not.
Filling the Fury meter
Every slayer reaches Fury by a different route, and it is worth knowing yours before a boss. Ryan fills it with Served Cold simply by blocking or by taking damage, which makes him the most reliable. Jacob fills it with Surgical Focus by maiming, but loses the progress if he is hit, which is a genuine risk on a slayer built to stand in the open. Bruno and Dani both run Blood Rush. Once you are in Fury, Scream weakens what is nearby on three of the four, and Corpse Bomb, Seismic Stomp and Anger Mismanagement are what turn the window into a cleared room.
Where the cards come from
Cards are not locked behind a tree, and swapping is free, so there is no wrong early pick. Most of them unlock by pushing the main story forward, a further set comes from Lost and Found side quests, and a handful sit inside locked safe boxes you have to find a key for. Bel-Air alone is full of those, and the Cable Guy's Van key is a good example of a named zombie standing between you and a stash. For everything else worth knowing before you commit to a slayer, start at our Dead Island 2 guide hub.