☣ Hazmat Set
Concept
Hazmat is the specialist tool for contaminated areas. In bio zones, ZVirus hotspots, industrial pollution maps or endgame bunkers (TheKing area) this build keeps the player alive. Weak in open terrain (slower movement, poor stamina), but unbeatable in its niche. Recommendation: stash in base, gear up before bio-zone expeditions.
Slot Bonuses
| Slot | Bonus | Poor | Normal | Epic | Corrupted | Penalty |
|---|---|---|---|---|---|---|
| Helmet | Atemwegs-Krankheits-Resistenz | 5 % | 8 % | 12 % | 15 % | −5 % Mind-Stabilität |
| Vest | Biohazard-Resistenz | 8 % | 11 % | 15 % | 18 % | −8 % Health-Regeneration |
| Jacket | Gift-Resistenz | 5 % | 8 % | 12 % | 15 % | +8 % Hitze-Durst |
| Pants | Sepsis-Resistenz | 5 % | 8 % | 12 % | 15 % | +5 % Schmerz-Empfindlichkeit |
| Gloves | Kontaminations-Handhabung | 4 % | 7 % | 10 % | 13 % | +5 % Infektions-Risiko außerhalb Bio-Zonen |
| Boots | Umwelt-Schutz | 5 % | 8 % | 12 % | 15 % | −5 % Ausdauer-Regen |
Set Bonuses (stacking)
- 2 Pieces: +5 % Gift-Resistenz
- 3 Pieces: +8 % Infektions-Resistenz
- 4 Pieces: +11 % Biohazard-Resistenz
- 5 Pieces: +15 % ZVirus- / Tollwut- / Influenza-Resistenz
- 6 Pieces — ☣ Containment Protocol: (Full-Set, see below)
Full-Set Ability
☣ Containment Protocol
Trigger: Biohazard value reaches 30 (e.g. extended time in sphere)
Effect: 30 s of ~95 % mitigation on all four environmental hazards (radiation, poison, biohazard, influenza). The lifesaver ability — you can sprint through a heavily contaminated section without critical buildup. Disease axes (Sepsis/ZVirus/Rabies) intentionally aren’t covered.
Cooldown: 120 seconds (with own Hazmat haste: ~102 s)
Combat Bonus Layer (full 6-piece set required)
| Bonus | Value | Details |
|---|---|---|
| HazardProtection | +30 % | Mitigation for radiation, poison, biohazard, influenza |
| Cooldown Reduction | +15 % | Full-Set abilities 15 % shorter (e.g. Juggernaut 90 s → ~77 s) |
| Status Effect Power | +15 % | Multiplier for outgoing status effects (for upcoming DMECS items) |
Intentionally defensive — no weapon damage lane, no handling bonus. Instead: strong environmental resistance and a cooldown bonus that even stacks with other sets (e.g. Hazmat boots + Tank body shortens Juggernaut CD by 15 %).
Corrupted Variant
Full Corrupted gives poisoned protective gear. It shields against bio zones — but carries some contamination back out itself. For players who love «living on the edge» builds and know how to decontaminate back in the clean zone.
Drop Probability per Boss Tier
Each boss kill rolls one set item. Quality distributes as follows:
| Boss Tier | Poor | Normal | Epic | Corrupted |
|---|---|---|---|---|
| Row 1 — Knight, Tagilla, Shturman, Glukhar, Birdeye | 80 % | 18 % | 2 % | 0 % |
| Row 2 — Grimlock, Havoc, Overseer, Reaper, Scarecrow | 70 % | 25 % | 5 % | 1 % |
| Row 3 — Deadeye, Executioner, Phantom, Viper, Warhound | 55 % | 35 % | 10 % | 3 % |
| TheKing — Final Boss | 40 % | 40 % | 15 % | 5 % |
Tips & Synergies
- With a gas-mask filter in the helmet slot you also get full radiation protection from the base item.
- Anti-rad injections, anti-poison tablets and anti-biohazard spray before AND after every bio-zone expedition.
- NBC suits are poorly insulated — combine with cold-resistance skills for longer runs.
- Containment Protocol is your emergency exit — pop it before risky sprints through heavily contaminated sections.
- Outside bio zones you’re vulnerable — switch back to a normal set when you return to base.
Recommended Zones
| Zone | Why Hazmat? |
|---|---|
| Sakhal Industrial Bunker | High biohazard concentration |
| TheKing approach (endgame) | ZVirus spore-cloud phases |
| Custom anomaly zones | DME-Anomaly toxic-waste / electro-cluster |
| Cherno PvE bunker (DME-Creep) | Various bio-trigger zones, some with damage effect |