Back 4 Blood cards are a quintessential part of the experience, and one of the major differences between Turtle Rock Studios’ latest game and Left 4 Dead.
In this Back 4 Blood cards guide, we’ll teach you how cards work (including how to get more), show off 15 of our favorite cards, and we list all 156 cards in Back 4 Blood for your convenience.
How do Back 4 Blood cards work?
Cards seem like a complex and overwhelming system in Back 4 Blood — especially if you scroll down to our complete list — but they’re actually relatively simple. When you start a new level in a safe house, Back 4 Blood will prompt you to play a card from your deck (the first card automatically gets played after you load in). You play a new card — or several — at the start of each level.
The cards are essentially just perks. When you’re building a deck, you’re creating a random group of potential perks for the game to offer you. It’ll give you a hand, and you’ll choose the one you want to play. If you think of this as a semi-random perk system that Turtle Rock Studios built into a card game for clarity and easy readability, it’s a bit easier to parse.
Cards give bonuses to your characters, like bonus move speed or damage with a certain weapon type. They won’t always make or break your run, but there are some powerful options that can make a huge difference.
The Director — the game’s AI system — also plays cards that make your run harder, or incentivize you to complete a difficult task. You can’t control these, but they may inform what cards might be useful for you to play and try to counter The Director — by playing long-distance cards if it plays a short-range penalty.
To get more cards, you’ll need to complete missions to earn Supply Points. You can then use those points to unlock Supply Chains back in Fort Hope, which give you new cards.
15 great Back 4 Blood cards for your favorite deck
There are a ton of great cards in Back 4 Blood, and you could make an awesome deck without using any of our recommendations below. That also means you might not see one of your favorites here. Feel free to call out cards you think everyone should know about in the comments section below.
Let’s go over some of our favorite cards.
Combat Knife
Turns your Bash into a Knife that counts as a Melee weapon
We keep Combat Knife as our top card so it’s always played first. This card gives you a great way out of a bad situation — when zombies surround you, you can more effectively push them away with a knife. But it also gives you a permanent melee weapon, which lets you take advantage of other melee kill cards.
Reload Drills
20% Reload Speed
Many reload perks offer negatives, which we don’t usually go for. Reload Drills is simple and very effective without downsides.
Second Chance
1 Extra Life, 5 Health
Second Chance gets a place on this list because it’s a really powerful, really early card with an Extra Life if you die and some extra health. Awesome.
Breakout
Hold a button to free yourself from Grabs, 50% Breakout Cooldown reduction
Getting held by a zombie is a major pain, and can cause you to die if you aren’t careful or near a friend. Breakout lets you break free and save yourself from death often, especially if you’re not playing with a dedicated group of Cleaners.
Mandatory PT
Team Effects: 15% Team Stamina
There are a lot of perks that give you bonus stamina, which helps you sprint longer or melee attack more. Mandatory PT gives your entire team a sizable benefit, which is selfless and useful. Mandatory PT is also percentage based — as are many of our suggestions — which means it compounds on other cards you play, rather than just offering a static bonus.
Pep In Your Step
Precision Kills grant you 10% Move Speed for 5 seconds
You’re usually going fast in Back 4 Blood, and Pep In Your Step awards accuracy with a big movement speed boost.
Shredder
Each bullet hit causes the target to take 1% increased damage for 3 seconds
Shredder is useful for some of the boss enemies or Mutations. While some die pretty quickly, others can take a lot of punishment. Shredder lets you take them down faster than ever, quickly removing the threat.
Vanguard
Melee kills grant 1 Temporary Health to you and nearby teammates
Vanguard is a great pairing with Combat Knife and melee weapons. Not only does it heal you and your allies, there are other cards that give you some sweet bonuses when you have Temporary Health.
In the Zone
Precision Kills grant 5% Reload Speed for 5 seconds (stacking up to 10 times)
Similar to Pep In Your Step, In the Zone lets you reload faster and faster the more accurate you are. In conjunction, you’ll be able to use these two cards to run and gun effectively.
Patient Hunter
Each second you Aim Down Sights increases your Damage by 10% (up to 3 stacks)
Patient Hunter is a little situational, but it has a lot of potential. Aiming down the sights and moving slowly isn’t always the best in Back 4 Blood. But when you need to take down an Ogre or another big Mutation, 30% damage is a huge boost, and it makes this card worthwhile.
Confident Killer
When you or your team kills a Mutation gain 1% damage (up to 15% until the end of the level)
Confident Killer is a great perk for longer levels, especially on harder difficulties. As you move forward through a level and kill special zombies, you’ll just get stronger and stronger.
Berserker
Gain 10% Melee Damage, 10% Melee Speed, and 5% Move Speed for each Melee kill in the last 4 seconds
Berserker gives you bonuses to stuff we always want. It gives you bonus melee damage, melee speed, and move speed every time you kill a zombie with either your dedicated melee weapon or that Combat Knife.
Battle Lust
Melee Kills heal 2 Health
Battle Lust really pairs well with Combat Knife and other melee play styles. It essentially gives you Leech, allowing you to steal life from enemies and keep yourself alive after being surrounded.
Two is One and One is None
You can equip a Primary weapon in your Secondary slot. -25% Swap Speed
While we usually don’t recommend cards with negatives, Two is One and One is None is a great pickup. Instead of a primary and a secondary, this perk will let you carry a rifle and a shotgun. This is an awesome perk that gives you a lot more versatility — as long as you’re mindful when you swap weapons.
Broadside
Precision Kills have a 20% chance to cause Ridden to explode, dealing 15 damage to other Ridden within 4 meters
Broadside is a card that doesn’t always benefit you. But since you kill a lot of zombies in Back 4 Blood, that 20% will activate more than you think. If you’re already aiming for the head, killing multiple zombies with a single stone (or explosion) is very useful.
All Back 4 Blood cards
Here’s a complete list of all the cards in Back 4 Blood.
Back 4 Blood - Complete list of cards
Card type | Card name | Card effects |
---|---|---|
Card type | Card name | Card effects |
Reflex | Cross Trainers | 20% Stamina, 20% Stamina Regen, 3% Move Speed |
Reflex | Energy Drink | 40% Stamina, -5% Damage Resistance |
Reflex | Rhythmic Breathing | 60% Stamina, -20% Slow Resistance |
Reflex | Reload Drills | 20% Reload Speed |
Reflex | Widemouth Magwell | 30% Reload Speed, -5% Damage Resistance |
Reflex | Mag Coupler | 50% Reload Speed, Disables: Aim Down Sights |
Reflex | Slugger | 5 Health, 10% Melee Stamina Efficiency, 20% Melee Attack Speed |
Reflex | Brazen | 30% Melee Stamina Efficiency, 30% Melee Attack Speed, -5% Damage Resistance |
Reflex | Meth Head | 40% Melee Attack Speed, 40% Melee Stamina Efficiency, Your Melee Attacks no longer stick in tough enemies, Disables: Aim Down Sights |
Reflex | Ridden Slayer | 20% Weakspot Damage |
Reflex | Reckless Strategy | 30% Weakspot Damage, -5% Damage Resistance |
Reflex | Hyper-Focused | 50% Weakspot Damage, -75% Aim Down Sight Move Speed |
Reflex | HI VIS Sights | 30% Aim Speed |
Reflex | Tunnel Vision | 50% Aim Speed, -5% Damage Resistance |
Reflex | Steady Aim | 80% Aim Speed, -50% Aim Down Sight Move Speed |
Reflex | Shooting Gloves | 25% Weapon Swap Speed |
Reflex | Guns Out | 50% Weapon Swap Speed, -5% Damage Resistance |
Reflex | Cocky | 75% Weapon Swap Speed, When you take damage, your Accuracy is reduced by 20% for 3 seconds |
Reflex | Smelling Salts | 100% Revive Speed |
Reflex | Pep Talk | 150% Revive Speed, -5% Damage Resistance |
Reflex | Rousing Speech | 225% Revive Speed, Disables: Offensive Accessories, Team Effects: 20% Reduced Incap Trauma |
Reflex | Dash | 5% Move Speed |
Reflex | Fleet of Foot | 10% Move Speed, -5% Damage Resistance |
Reflex | Run Like Hell | 15% Move Speed, When you take damage, your Accuracy is reduced by 20% for 3 seconds |
Reflex | Superior Cardio | 20% Stamina, 20% Sprint Efficiency, 5 Health |
Reflex | Olympic Sprinter | 30% Sprint Efficiency, -5% Damage Resistance |
Reflex | Reckless | 40% Sprint Efficiency, When you take damage while Sprinting, you lose all Stamina |
Reflex | Breakout | Breakout: Hold a button to free yourself from Grabs, 50% Breakout Cooldown Reduction (Base 60 seconds) |
Reflex | Combat Medic | 50% Use Speed, Heals teammates for an additional 20 Health when you revive them |
Reflex | Fire in the Hole! | When you throw and Offensive Accessory, gain 20 Temporary Health and 20% Move Speed for 5 seconds |
Reflex | Medical Expert | 15% Healing Efficiency, When you use a Medical Accessory, you gain 15% Move Speed for 15 seconds |
Reflex | Rolling Thunder | 35% Move Speed while firing with Shotguns, 10% Damage with Shotguns |
Reflex | Speed Demon | 6% Move Speed while using an SMG, 35% Reload Speed while using an SMG |
Reflex | Hellfire | 45% Move Speed while firing, 5% Move Speed while not firing |
Reflex | Marathon Runner | No Movement Penalty for strafe and backpedal, Disables: Sprint |
Reflex | Mandatory PT | Team Effects: 15% Team Stamina |
Reflex | Pep In Your Step | Precision Kills grant you 10% Move Speed for 5 seconds |
Reflex | Shredder | Each bullet hit causes the target to take 1% increased damage for 3 seconds (stacks up to 15%) |
Reflex | Glass Cannon | 25% Damage, -30% Health |
Reflex | Sadistic | Gain 5% Weakspot Damage for each Precision Kill in the last 10 seconds |
Reflex | Evasive Action | When you take a hit for 10 or more damage gain 20% Move Speed for 3 seconds |
Reflex | Adrenaline Fueled | 100% Stamina, -75% Stamina Regeneration. When you kill an enemy, gain 10 Stamina instantly and an additional 10 Stamina over 5 seconds |
Reflex | Miraculous Recovery | When you use a Medical Accessory, it has a 25% chance to have 100% increased effect |
Reflex | Screwdriver | 50% Use Speed, 10% Stamina |
Reflex | Multitool | 75% Use Speed, -5% Damage Resistance |
Reflex | Headband Magnifier | 125% Use Speed. When you take damage, you have a chance to be blinded for 1 second |
Reflex | Utility Scavenger | You can sense nearby Quick Accessories. More Quick Accessories spawn |
Reflex | Stimulants | Pain meds you apply also grant 10% Move Speed, 10% Reload Speed, and 10% Weapon Swap Speed for 30 seconds |
Reflex | On Your Mark | When you exit a starting safe room your team gains 15% Move Speed for 30 seconds |
Reflex | Killer's Instinct | 30% Weakspot Damage, Disables: Aim Down Sights |
Reflex | Power Swap | Changing weapons within 0.75 seconds of reaching low ammo grants 20% Damage for 5 seconds |
Reflex | Stock Pouch | 30% Sniper Ammo Capacity, 10% Damage with Sniper Rifles |
Reflex | Mag Carrier | 30% Pistol/SMG Ammo Capacity, 10% Damage with Pistols and SMGs |
Reflex | Mad Dash | 20% Sprint Speed, 30% Sprint Stamina Efficiency |
Discipline | Ammo Pouch | 25% Ammo Capacity |
Discipline | Ammo Belt | 50% Ammo Capacity, -20% Stamina Efficiency |
Discipline | Ammo Mule | 75% Ammo Capacity, Disables: Support Accessories |
Discipline | Front Sight Focus | 20% Accuracy |
Discipline | Optics Enthusiast | 30% Accuracy, -20% Stamina Efficiency |
Discipline | Quick Kill | 50% Accuracy, Disables: Aim Down Sights |
Discipline | Motorcycle Jacket | 5% Damage Resistance, 5 Health |
Discipline | Padded Suit | 10% Damage Resistance, 5 Health, -20% Stamina Efficiency |
Discipline | Motorcycle Helmet | 15% Damage Resistance, 10 Health, Disables: Aim Down Sights |
Discipline | Combat Training | 5% Bullet Damage, 50% Bullet Penetration |
Discipline | Large Caliber Rounds | 7.5% Bullet Damage, 100% Bullet Penetration, -20% Stamina Efficiency |
Discipline | Silver Bullets | 10% Bullet Damage, 150% Bullet Penetration. When you kill a Mutation, you lose 5 Copper |
Discipline | Antibiotic Ointment | 20% Healing Efficiency |
Discipline | EMT Bag | 40% Healing Efficiency, -20% Stamina Efficiency |
Discipline | Field Surgeon | 60% Healing Efficiency, -50% Use Speed |
Discipline | Energy Bar | 20% Stamina Regeneration, 5 Health |
Discipline | Cold Brew Coffee | 40% Stamina Regeneration, -10% Stamina Efficiency |
Discipline | Natural Sprinter | 100% Stamina Regeneration, -50% Maximum Stamina |
Discipline | Inspiring Sacrifice | Team Effects: When you or a teammate becomes incapacitated, all teammates heal for 25 Health over 20 seconds |
Discipline | Charitable Soul | Healing a teammate also applies 50% of the effect to you |
Discipline | Hunker Down | While crouching, gain 10% Damage Resistance and 40% Accuracy |
Discipline | Avenge the Fallen | Team Effects: When you or a teammate becomes incapacitated, all teammates gain 30% Damage, 20% Reload Speed, and Unlimited Ammo for 10 seconds |
Discipline | Vanguard | Melee kills grant 1 Temporary Health to you and nearby teammates |
Discipline | In the Zone | Precision Kills grant 5% Reload Speed for 5 seconds (stacking up to 10 times) |
Discipline | Trigger Control | 25% Accuracy with Assault Rifles and Sniper Rifles |
Discipline | Needs of the Many | -20% Health, Team Effects: 1 Team Extra Life |
Discipline | Combat Knife | Turns your Bash into a Knife that counts as a Melee weapon |
Discipline | Meatgrinder | Gain 30% Move Speed and Accuracy while crouched and using an LMG |
Discipline | Scattergun Skills | 40% Reload Speed with Shotguns |
Discipline | Controlled Movement | 40% Move Speed while aiming down sights with Sniper Rifles |
Discipline | Ammo for All | Team Effects: 10% Team Ammo Capacity |
Discipline | Down in Front! | While crouching you neither take nor deal Friendly Fire damage. 10 Health |
Discipline | Poultice | When you use a Medical Accessory, the target heals for an additional 20 Health over 30 seconds |
Discipline | Group Therapy | When you use a Medical Accessory, all teammates heal for 5 Health |
Discipline | Medical Professional | First Aids and Defibrillators also recover 15 Trauma Damage and 1 Extra Life |
Discipline | Ammo Scavenger | You can sense nearby Ammo, more Ammo spawns |
Discipline | Support Scavenger | You can sense nearby Support Accessories. More Support Accessories spawn |
Discipline | Weapon Scavenger | You can sense nearby weapons. More weapons spawn |
Discipline | Amped Up | When you exit a starting safe room, your team gains 50 Temporary Health |
Discipline | Patient Hunter | Each second you Aim Down Sights increases your Damage by 10% (up to 3 stacks) |
Discipline | Power Reload | Reloading a gun within 0.75 seconds of reaching low ammo will increase its magazine size by 30% until the next reload |
Discipline | Marked for Death | Mutations you ping are highlighted and your team deals 10% increased damage to highlighted enemies |
Discipline | Knowledge is Power | 10% Weak Spot Damage allows players to see values for damage they deal and enemy health bars |
Discipline | Tactical Vest | 30% Rifle Ammo Capacity, 10% Damage with Assault Rifles and LMGs |
Discipline | Experienced EMT | When you use a Medical Accessory, the target gains 20% Maximum Health until the end of the level |
Brawn | Vitamins | 15 Health |
Brawn | Hydration Pack | 25 Health, -15% Ammo Capacity |
Brawn | Canned Goods | 40 Health, -30% Stamina |
Brawn | Batter Up | 50% Melee Damage, 5 Health |
Brawn | Spiky Bits | 25% Melee Damage, 10% Damage Resistance while using a Melee weapon, -15% Ammo Capacity |
Brawn | Mean Drunk | 75% Melee Damage. Your Melee Attacks cleave through enemies dealing damage in a large area. Disables: Sprint |
Brawn | Durable | 15% Trauma Resistance, 5 Health |
Brawn | Body Armor | 25% Trauma Resistance, -15% Ammo Capacity |
Brawn | Wooden Armor | 40% Trauma Resistance, -100% Fire Resistance, -100% Acid Resistance, -100% Explosion Resistance |
Brawn | Grenade Training | 25% Accessory Damage |
Brawn | Demolitions Expert | 50% Accessory Damage, -15% Ammo Capacity |
Brawn | Improvised Explosives | 75% Accessory Damage, -25% Swap Speed |
Brawn | Confident Killer | When you or your team kills a Mutation gain 1% damage (up to 15% until the end of the level) |
Brawn | Heavy Hitter | Melee hits against Weakspots deal 20 additional Stumble Damage |
Brawn | Ignore the Pain | 20% Melee Damage against Mutations. When you deal Melee damage to a Mutation gain 1 Temporary Health and recover 3 Stamina |
Brawn | Berserker | Gain 10% Melee Damage, 10% Melee Speed, and 5% Move Speed for each Melee kill in the last 4 seconds |
Brawn | True Grit | When you take a single hit for 15 or more damage, heal 8 Health over 5 seconds |
Brawn | Pyro | 100% Fire damage. Kill with fire grant you 3 Temporary Health. You can sense flammable objects nearby |
Brawn | Bomb Squad | 100% Explosive Damage, 35% Explosive Resistance |
Brawn | Scar Tissue | Take 1 less damage from all Ridden |
Brawn | Battle Lust | Melee Kills heal 2 Health |
Brawn | Line 'Em Up | 100% Bullet Penetration with Assault Rifles |
Brawn | Face Your Fears | Gain 3 Temporary Health whenever you kill a Ridden within 2 meters |
Brawn | Well Fed | -20% Stamina Regen, Teama Effects: 10 Team Health |
Brawn | Heavy Attack | Charge: Hold the attack button with Melee weapons to burst forward. Charge attacks deal 100% increased damage |
Brawn | Sunder | Melee hits cause the target to take 20% increased damage for 5 seconds |
Brawn | Overwatch | Kills from greater than 15 meters grant 5 Temporary Health to teammates within 10 meters of the target |
Brawn | Fresh Bandage | Heal 10 Trauma Damage at the start of each level |
Brawn | Two is One and One is None | You can equip a Primary weapon in your Secondary slot. -25% Swap Speed |
Brawn | Offensive Scavenger | You can sense nearby Offensive Accessories, more Offensive Accessories spawn |
Brawn | Chemical Courage | Pain Meds you apply also grant 25% damage for 60 seconds |
Brawn | Numb | Gain 15% Damage Resistance while you have Temporary Health |
Brawn | Broadside | Precision Kills have a 20% chance to cause Ridden to explode, dealing 15 damage to other Ridden within 4 meters |
Brawn | Buckshot Bruiser | When using Shotguns, gain Temporary Health for each pellet that hits |
Brawn | Second Chance | 1 Extra Life, 5 Health |
Fortune | Grenade Pouch | 1 additional Offensive Inventory |
Fortune | Double Grenade Pouch | 2 additional Offensive Inventory, -10% Damage Dealt |
Fortune | Surplus Pouches | -10% Health, +1 Team Offensive Inventory |
Fortune | Fanny Pack | 1 additional Support Inventory |
Fortune | Shoulder Bag | 2 additional Support Inventory, -10% Damage Dealt |
Fortune | Box O' Bags | -10% Health, +1 Team Support Inventory |
Fortune | Mugger | Melee kills have a 2% chance to spawn ammo |
Fortune | Highwayman | Pistol kills have a 2% chance to spawn ammo |
Fortune | Admin Reload | When you stow your weapon it reloads, -15% Ammo Capacity |
Fortune | Bounty Hunter | When you kill a Mutation, gain 10 Copper (up to 300 per level) |
Fortune | Ammo Stash | Your secondary weapons have unlimited ammo. Your secondary weapons reload 20% slower |
Fortune | Life Insurance | 2 Extra lives, lose 50 Copper at the start of each level |
Fortune | Wounded Animal | Kills while at Critical Health recover 1 Health |
Fortune | Compound Interest | Gain 10% of your total Copper in each Safe Room |
Fortune | Lucky Pennies | Whenever you or your team loots Copper, you have a 35% chance to find 35% additional Copper |
Fortune | Money Grubbers | Each time your team loots Copper, you gain 5 additional Copper stacking up to 100 additional Copper |
Fortune | Run and Gun | You can shoot while sprinting |
Fortune | Copper Scavenger | You can sense nearby Copper, more Copper piles spawn |
Fortune | Share the Wealth | Each teammate gains 100 bonus Copper at the start of each level |
Fortune | Shell Carrier | 30% Shotgun Ammo Capacity, 10% Damage with Shotguns |
Fortune | Hazard Pay | Gain 250 bonus Copper at the start of each level |
Fortune | Saferoom Recovery | Your Team heals 5 Trauma Damage and refills 10% Ammo at the start of each level |