Spend smart, hit harder: early‑level perk picks, cheap guns, and low‑cost mods for every specialist.
Why this guide matters at Levels 1–10
The first ten levels are all about stretching a tiny Operational Budget and squeezing value out of basic guns, blue‑chip mods, and a few early passive skills. Matches are short (five waves and a boss), the Trader is where you buy between waves, and most of your long‑term power comes from perks and mods you unlock across runs—not from blowing all your Dosh on one shiny rifle in Wave 2.
Two quick systems to internalize:
- Operational Budget grows with proficiency (i.e., leveling perks by completing matches), so your Wave‑1 shopping power scales naturally as you play.
- Mods are king early. Simple sights, mags, and receivers often outperform expensive barrel swaps early, and you can craft/slot them in your Armory loadouts. Each mod can also roll a Bonus Ability (like Critical Strikes or Zed Time Reload)—you can recycle mods to reroll those bonuses.
A handy corollary: Every specialist can buy any gun once the match starts (your starting loadout is fixed for Wave 1). That flexibility lets you plug team holes without switching class.
Finally, think in damage types & afflictions. Cheap ways to add Stumble/Knockdown/Freeze control can carry early waves when raw DPS is low.
Universal early‑game rules (Lv. 1–10)
- Buy survivability first. Top up armor and ammo at the first Trader visit; a living teammate with a “boring” gun is worth more than a dead glass cannon. (Five‑wave cadence means early deaths punish your economy.)
- Invest in “feel” mods before high‑ticket weapons: Reflex/Red Dot sights, Extended/Drum/Lightweight mags, and a Fast Action/Foregrip/Compensator receiver reduce misses and reloads—the two biggest Dosh sinks.
- Chase smart Bonus Abilities on your mods: Critical Strikes, Zed Time Reload, Ammo Efficiency, Combat Cure, Armored Allies. They’re low‑roll bonuses that scale with skill and teamplay.
- Carry a team‑oriented tool (Ammo Bag, Pulse Lure, Multi‑Tool, Syringe Bag). Any perk can equip any tool; the “starting perk” listed for a tool is just a suggestion.
- Play the cheap afflictions game. A suppressor or certain ammo can raise Zed Time gain or Stumble power, which is crowd control for pennies.
Budget starter builds by Specialist (Lv. 1–10)
Each section lists: skill picks at levels 2–10, a cheap loadout path, and early mod priorities you can realistically afford/craft in your first sessions.
Commando (Foster): “Dosh‑Smart Bullet Hose”
Skill picks (2 → 10):
- Lv2 – Fire Sale: +max ammo, +ammo discount from Trader. Instant economy.
- Lv4 – Think Fast!: Impact nades + reduced self‑damage = safer clears.
- Lv6 – Market Panic: Panic lingers longer inside Hellion’s acid cloud (free CC for the team).
- Lv8 – Preferred Customer: –15% weapon costs (snowballs your economy).
- Lv10 – Capacity Increase: +1 throwable for extra nades.
Budget loadout path:
- Wave 1–2: Stick with starter AR; buy armor + ammo and a Reflex Sight or Fast Action Receiver so you land more shots and reload less.
- Wave 2–3: X295 Wraith (cheap early rifle; base cost shown as 1,500 on Game8) or Stormguard if you want a sturdier feel.
- Sidearm: Bloodhound P330 (cheap headshot machine) or Krait (spray‑friendly).
- Tool: Ammo Bag (Commando chews ammo).
Mods to prioritize: Reflex/Laser, Lightweight/Extended/Drum Mag (depending on handling), optional Suppressor (Zed Time gain). Upgrade to Armor Piercing ammo on your second primary later for mid‑tier armored ZEDs.
Why it works: You buy discounts first, then guns. Fire Sale + Preferred Customer is pure early‑game Dosh advantage, and the Wraith carries waves with modest mod spend.
Firebug (Devlin): “Blue‑Flame Budget Control”
Skill picks (2 → 10):
- Lv2 – Too Hot to Handle: Free burn retaliation on melee hits (saves you often).
- Lv4 – Boom Out: Bigger Molotov radius = better lane denial.
- Lv6 – Ready for Action: Using Wildfire reloads + temporary damage boost (flow quality).
- Lv8 – Focus Fire: +direct heat weapon damage (staple DPS early).
- Lv10 – Capacity Increase.
Budget loadout path:
- Wave 1–2: Dragon’s Breath ASAP (cheap, reliable shotgun that double‑dips in Ballistic+Heat). It hard‑carries fodder waves.
- Sidearm: Pyre .357—excellent for Husks/Sirens/Bloats at range and the highest base Ballistic damage among sidearms—covers Heat‑resistant nuisances.
- Tool: Ammo Bag (Firebug = ammo hungry).
Mods to prioritize:
- Dragon’s Breath: White Phosphorous Shells (+Burn & Panic), Foregrip/Compensator, and Drum Mag if your handling feels OK.
- Pyre .357: Reflex Sight (Pistol) for handling; consider Acidic Ammo if your team lacks Biological damage.
Why it works: On a budget, Firebug dominates small/medium ZEDs with Dragon’s Breath while the Pyre deletes problem targets. Early skills amplify ground‑fire control without big spending.
Engineer (Imran): “Thrifty Boom‑Stick Bruiser”
Skill picks (2 → 10):
- Lv2 – Tool Up: Kill‑to‑tool ammo cycling (sustain for Pulse Lure/Multi‑Tool users).
- Lv4 – Grounded: Bouncing Betty applies big Knockdown—cheap crowd control.
- Lv6 – Stabilize: Damage buff while Bunkered (use when holding a lane).
- Lv8 – Major Damage: +weapon damage & +Stumble to nearby enemies = more control.
- Lv10 – Capacity Increase.
Budget loadout path:
- Wave 1–2: Bonebreaker (shotgun) first—affordable pellets, easy CC.
- Wave 2–3: ConTek CSG if you can stretch; otherwise keep funneling Bonebreaker mods.
- Sidearm: KH‑380 for emergency heals (Biological alt‑fire), great in pub squads with no Medic.
- Tool: Pulse Lure (cheap battlefield control) or Multi‑Tool (ziplines/turrets/locks).
Mods to prioritize: Reflex/Laser for pellet placement, Shotgun Suppressor (Zed Time gain), and avoid over‑committing to Explosive Slugs early due to –23% damage—use sparingly for utility, not core DPS.
Why it works: Engineer gets strong CC from skills + tools without pricey weapons. Stumble/Knockdown bends hordes on the cheap.
Medic (Obi): “Frugal First‑Aid, Real Damage”
Skill picks (2 → 10):
- Lv2 – Healing Hands: Faster revives + on‑revive heal; wins rounds.
- Lv4 – Gas Expansion: Bigger Biotic grenade radius (safer plays).
- Lv6 – Health Benefits: Sanctum heals when it expires (free sustain).
- Lv8 – Stronger Prescription: +15% weapon healing—buffs dart utility.
- Lv10 – Capacity Increase.
Budget loadout path:
- Primary: K&W MP6—accurate, high RoF, can take a Healing Grenade Launcher under‑barrel to heal allies while clearing.
- Sidearm: KH‑380 (switch to its healing mode when needed).
- Tool: Syringe Bag if your team is shaky; otherwise Multi‑Tool to add map utility.
Mods to prioritize: Hollow Point (for reliable flinch/stun), Suppressed Barrel (Zed Time gain), Reflex/Laser for accuracy, and Healing Grenade Launcher on MP6 if your squad clumps. Layer Combat Cure or Armored Allies bonuses if you roll them.
Why it works: Obi converts cheap mods into team tempo. Stronger Prescription turns every dart into more value while you still shred small ZEDs on Hard.
Ninja (Nakata): “Low‑Cost, High‑Skill”
Skill picks (2 → 10):
- Lv2 – Kenko: +Max HP and heals on perfect parry—survivability that scales with skill.
- Lv4 – Swift Current: Safe caltrops + movement buff on detonation.
- Lv6 – Shogekiha: Bigger Hebi‑ken shockwave—free AoE spacing tool.
- Lv8 – Roaring Tiger: +heavy melee damage; +ADS Cut damage when using ranged.
- Lv10 – Capacity Increase.
Budget loadout path:
- Wave 1–2: Use Shuriken and melee fundamentals; buy Katanas when you can—they hard‑carry once shock mode is unlocked.
- Sidearm: Kunai (ranged/headshot pressure) if you prefer hybrid play; otherwise keep Shuriken for mobility buff and cleanup.
- Tool: Shock Trap to pin bigs (Scrake/Fleshpound) cheaply.
Mods to prioritize: Stunning Coating, Lightweight Blade, Ornate Guard—cheap handling and stun stacks make melee safer; pair with Padded Grip if you need extra block power.
Why it works: Nakata’s early kit is skill‑expressive; you’re buying time and safety via traps + parries while you stack cheap stun/utility mods.
Sharpshooter (Luna): “Cheap Glass—No Cannon Needed”
Skill picks (2 → 10):
- Lv2 – Hunter: Walk at full speed while ADS; less spread while moving.
- Lv4 – Chilling Effect: Longer Cryo‑grenade Freeze (more safety).
- Lv6 – Busy Bee: Death’s Hand deals bonus damage to “fresh” targets—good for adds.
- Lv8 – Big Shot: +weak‑spot damage while ADS—bread‑and‑butter.
- Lv10 – Capacity Increase.
Budget loadout path:
- Wave 1–2: Fieldmaster HR‑10 (starter) or Artemis Marksman (cheap 2,000 option) for early headshot throughput; upgrade later to ESR 36.
- Sidearm: Disciple (fast, reliable, shotgun alt shot); grab KH‑380 off‑perk if you need heals from the backline.
- Tool: Pulse Lure to group heads for multi‑kills and emergency disengage.
Mods to prioritize: Red Dot/Reflex, Extended Mag, and early Hollow Point for flinch on mid‑tiers; Sniper Scope once you move into ESR 36. Heat Disperser becomes excellent later on the Samaritan (Cold build)—file that for Level 10+.
Why it works: With Hunter+Big Shot, you convert cheap optics and mags into consistent headshots, while Pulse Lure manufactures safe sightlines.
Cheap, high‑impact Mods & Bonuses (priorities for all classes)
- Sights & Handling: Reflex/Red Dot, Enhanced Foregrip. Hits land → you buy fewer bullets.
- Magazine: Extended/Lightweight/Drum depending on handling tolerance.
- Receivers: Fast Action Receiver (fire‑rate/handling), Compensator (recoil), Laser (accuracy).
- Ammo/Coatings: Start simple (AP, Hollow Point, White Phosphorous) and avoid big damage trade‑offs until you can play around them.
- Bonus Abilities to hunt: Critical Strikes, Zed Time Reload, Ammo Efficiency, Combat Cure, Armored Allies (stackable across mods if you roll them).
Tools: the best budget force multipliers
- Ammo Bag: universal value for bullet‑hungry perks (Commando/Firebug).
- Pulse Lure: cheap crowd control that also sets up headshots (Luna) or shotgun cones (Imran).
- Multi‑Tool: opens ziplines, lockers, turrets; pure map utility that saves Dosh in repairs/positioning.
- Syringe Bag: training wheels for teams without a dedicated healer (and still great on Obi).
Any specialist can equip any tool—lean into team needs, not “your” starter tool.
Sample 5‑wave shopping plan (works for most perks)
- Wave 1 (Trader 1): Armor + ammo → one handling mod (Sight/Receiver).
- Wave 2: Budget primary (Wraith, Dragon’s Breath, Bonebreaker, Fieldmaster, Katanas) and a mag mod.
- Wave 3: Second mod (recoil or mag), sidearm if you’re whiffing reload timings (Bloodhound, Pyre, Disciple, KH‑380).
- Wave 4: Utility mod (AP/Hollow Point/White Phosphorous) + tool refill before boss.
- Boss (Wave 5): Spend remaining on ammo/armor; swap to high‑precision weapon if your team lacks it (you can buy cross‑perk).
Quick notes on afflictions that overperform on a budget
- Stumble/Knockdown: Cheap to stack (shotguns/receivers) and can cancel Scrake/Fleshpound wind‑ups.
- Freeze: Your Cryo‑grenade line (Luna) plus Cold mods can stop wipes—time to breathe and resupply.
- Panic/Enfeeble: Firebug and Commando early skills/mods add soft CC that makes lanes safer without Dosh‑heavy guns.
Solo vs. CO‑OP: small early‑level tweaks
- Solo: Favor Disciple/Pyre sidearms for more finishing power between reloads; Pulse Lure becomes a personal panic button.
- Co‑op pubs: Someone should bring Syringe Bag/Multi‑Tool; a Commando with Preferred Customer can “seed” the lobby with ammo via Ammo Bag and weapon discounts compounding the team’s economy.
Final take
Levels 1–10 aren’t about perfect meta; they’re about economy, handling, and control. Invest in simple mods that make your shots cleaner, pick perks that reduce costs or improve uptime, and let tools and afflictions do the heavy lifting until your Operational Budget and mod pool open up. The result: more clears, faster proficiency, and bigger budgets on your next run.