RESIDENT EVIL RESISTANCE

RESIDENT EVIL RESISTANCE

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Mastermind card tier list.
By roguelike
Everyone loves tier lists. Here's one for for every mastermind card and bioweapon.
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Creatures & Traps
Name
Type
Cost
Rating
Analysis
Unlocks
Notes
Creatures
Creatures are pretty bad if you're paying the sticker price, fortunately there's quite a few ways to make them cheaper.
Tough Zombie - Infectious
Creature
5
9
Tough zombies are the best zombies in the game. This card lets you run two of them. Sometimes they'll even infect a survivor or two.
Alex 7
Detonator
Creature
3
8
Mobile landmines that don't feed time. Place them behind doors, behind survivors, on top of objectives. The only bad thing is they hit your own zombies, so creature heavy decks may opt out of them.
Annette 7
Explodes on hit or death.
Licker
Creature
7
9
Dumb as a pile of bricks and not very tough, but the aggressive AI generally makes them hard for survivors to run past which gives the rest of your zombies a chance to catch up. They can get stuck in narrow doors, so don't put them in small rooms. Spawns *very* quickly so feel free to put these behind the survivors.
Annette 13
Dealer
Creature
3
7
Much better than the vanilla zombie, one of the only zombies that can outrun survivors. The claw grab is incredibly satisfying to land. I don't know how many umbrella credits get stolen, but it seems like a decent upside.
Daniel 7
Has a running grab and steals umbrella credits on hit.
Jester
Creature
4
5
These guys are okay. If they don't get kicked or grenaded or shot, the scream will stun the survivors for a decent amount of time (although unlike slime or leghold, a single hit will knock them out of it).
Daniel 19
Has a scream that can stun survivors.
Crawling Zombie
Creature
0
10
Cycles for free so you can get to your good cards and they are usually good enough at grabbing survivors opening doors to make up for the 10 seconds they give back when they die. If you really hate the idea of feeding time, you can just stash them in a corner somewhere.
Tough Zombie
Creature
4
9
The best zombie card in the game. They have a lot of health, take buffs like a champ, and require enough bullets to kill that the survivors don't end up with more than they started with.
Same damage as zombie but around 2x-2.5x as much health.
Partially Armored Zombie
Creature
4
6
A large step up from the normal zombie, but with small pool of health they still die quickly. Use this until you've unlocked better stuff and then drop it.
Same as zombie, but certain parts are immune to gunshots.
Zombie
Creature
2
1
Dropping one of these is like dropping a loot pinata for the survivors. Terrible in every way. With the hard limit on the number of creatures, you can't even spam enough of these to be a threat.
Zombie - Infectious
Creature
3
2
Better than a zombie... I guess? Pony up the extra 2 energy to get Infected Tough Zombies instead. Maybe has some uses with Alex's passive but you could just run infectious enhancer.
Zombie Dog
Creature
2
4
I want to like zombie dogs. They move fast and present a speedy threat, but they die to a stiff breeze and their AI is just terrible. An okay cycle card until you get better ones
Traps
Lockdown
Trap
2
3
If you can play it at a discount, the effect seems okay, but only Casino has enough doors in every area for this to matter and I'm not making a deck just for one map.
Daniel 25
Locks all the doors in the area and increases locked door levels by 1.
Leghold
Trap
3
8
Combos with a firearm for an easy down, but a lot harder to land than immobilizing round. One of the two best traps.
Holds survivors until they mash out (other survivors can assist).
Tracker
Trap
1
7
1 energy isn't much, but all decks can use the extra damage and flinch and at 1 energy you can always get it out of your hand. Surprisingly okay. Put it in your deck if you need to fill an extra slot.
Increases damage taken by 20%. Doesn't trigger other mines.
High Explosive
Trap
4
8
The large explosion and knockback are very good. Pretty sure with trap damage specced you can kill some survivors with two of these. If there were two or three more traps like this you could run an all trap deck.
500 damage explosion with large radius and knockdown.
Landmine
Trap
2
3
Pathetic damage and range. I'd rather have two tracker mines or half a high explosive than any of these. Also harms your own creatures and nearby traps. Bleh.
300 damage explosion with small radius and flinch.
Firearms, Mods, & Utility
Name
Type
Cost
Rating
Analysis
Unlocks
Notes
Enhancers-
All the enhancers are very good, but you can only realistically run one or two before they start getting stuck in your hand. Even though they only cost one, they are time consuming to cycle.
Regen
Firearms
1
7
A noticable amount of regen very useful for Daniel or Annette.
Daniel 13
Berserk
Firearms
1
7
Improves zombie AI and speed. Both very good things to improve.
Infection
Firearms
1
7
Using this on a group of zombies will often lead to entire survivor teams becoming infected. How much that's worth to you depends on how good you think infection is.
Energy Leech
Firearms
1
10
Every zombie hit now gives back 1+ bio energy. This ends up being the best way to break the bio energy economy with Daniel or Annette.
Shot creatures give bio energy each time they hit.
Firearms
Firearms require you to have line of sight to the survivors which means they can shoot you and you can't dump energy into them (except turret, sorta), but also don't give back much time and are much more lethal.
Rifle
Firearms
2
5
Slow firing, low damage. At least they're cheap. Too bad energy is not usually a problem for firearm builds. I stopped using this the second I unlocked High Caliber Rifle.
6 shots, 200 damage each
Rifle Turret
Firearms
4
7
Much better if you're running improved camera movement. Even with questionable target selection, tracking, and range acquisition, these willl almost always pay for themselves and then some while you go to do other stuff.
Same as rifle, but auto targets nearby survivors.
Machine Gun
Firearms
4
10
Lots of damage very fast. Kills a survivor caught in a leg trap or immobolizing slime and does a huge chunk on survivors doing objectives, door breaking, trap disarming, or zombie grab.
50 shots, 50 damage each
High Caliber Rifle
Firearms
4
9
Even more damage than machine gun, but spread out over a longer time. With firearm upgrades you can down some survivors in three shots.
Spencer 19
5 shots, 320 damage each.
Immobilizing Rounds
Firearms
3
10
Simply amazing. A targeted, AOE legtrap. With a gun and 4 energy in hand, reliably downs a survivor. It's unclear if survivors can mash out in time. Tyrone seems to break free much faster than other characters.
Alex 13
1 shot, AoE slimes survivors.
Mods
You're basically giving up one of your 4 card slots for a passive. Hard to justify running more than one.
Efficiency - Traps
Mod
10
2
There's not enough traps, let alone good traps, to build a trap only deck and the traps that do exist are mostly too cheap to benefit from this. If there were 3 more traps like leghold or high-explosive, this card could have potential, but there aren't.
Alex 19
Reduces cost of all traps by 1.
Efficiency - Creatures
Mod
10
9
Great for creature decks. All the good creatures are expensive and benefit from this. And creature decks don't have extensive combos so won't worry too much about losing the extra card slot.
Annette 19
Reduces cost of all creatures by 1
OS
Mod
2
2
Yes, Spencer can turn E.I.S. time into energy. No that doesn't mean it's worth a slot in your deck. At least it's cheap to cycle.
Decreases E.I.S. cooldown by 15%.
Generator - Small
Mod
4
5
Seems okay for decks that can spare the slot. Extra energy is always good. I'd run this in most decks that don't have any other mods.
Spencer 7
Increases Bio Energy speed by 10% (from 1 per 5 second to 1 per 4.5 seconds)
Shuffle - Partial
Mod
3
3
Quick Draw as a passive is not something I care very much about, certainly not enough to dedicate a card slot in most decks.
Spencer 25
Discards a random, non-mod card from you hand each time you play a card.
Utility
Useful to pad out your deck once you run out of good cards to put in it.
Energy Booster - Traps
Effect
2
1
There's only 3 traps in the game that cost 3 or more. How many of those are you going to be holding when you use this card? Obviously gets better if more traps are ever added to the game.
Alex 25
Reduces cost of all traps currently in hand by 2.
Energy Booster - Creatures
Effect
2
8
Pays for itself if you're holding a creature that costs 3 or more, which includes every creature worth running. A good cycling card that will often save you an additional 1-2 energy.
Annette 25
Reduces cost of all creatures currently in hand by 2. Can stack.
Quick Draw
Effect
1
5
An okay cycling card. In a pinch helps you dig for Electromagnetic Shield or a gun.
Throws away your hand and draws a new one. You'll never draw any of the cards you threw away.
Discount
Effect
1
10
An auto-include in almost every deck. It always pays for itself and often gives 1-3 energy.
Reduces cost of all cards by 1 for 15 seconds (enough time to gain 3 energy).
Electromangetic Shield
Effect
2
7
Important tool for firearm decks. Probably not worth the 2 energy in creature decks. Seems like a card that should cost 1 but with discount/hypercharge you'll often play it for that anyway.
Camera is repaired and immune to damage for 15 seconds.
Clone
Effect
X+1
5
The cost is reasonable for decks that are happy to play most of their cards twice in a row, a decent card if you don't have anything else to put in your deck. Has powerful anti-synergy with other utility cards that makes it clunkier that it looks.
Replays the last card for 1 additional energy.
Mastermind specific cards
Name
Type
Cost
Rating
Analysis
Unlocks
Notes
Bioweapons
Three good bioweapons and one, uh, not so good one.
Yateveo
Bioweapon
0
1
Guns stunlock it, melee weapons with horizontal swings wreck it, placing it can be very janky, the self-destruct does less than a high-explosive mine. Whether survivors choose to kill it, ignore it, or run around it, this bioweapon is terrible.
Tyrant
Bioweapon
0
7
If bull rush worked like the dealer's claw grab instead of ending at the slightest touch of a box or wall, then Tyrant would be amazing. As it is, he's just okay.
G-Birkin
Bioweapon
0
8
Always fight enraged. Once you catch someone with either the swing or the slam, you can usually combo them together into death. His weak spot is much harder to hit than Tyrant's and he can hit survivors in the Area 3 exit zone.
Disintegration Field
Bioweapon
0
9
Use this on someone caught in an animation and they're dead. Use it on a survivor trying to save another survivor and they're dead. I only wish it was easier to place.
Annette
Zombie Dogs (3)
Creature
4
5
For 2x the price, you feed 3x the time of normal zombie dogs. These are okay distractions and can combo well with infection enhancer, but I find dogs have such terrible AI and low health that even as fodder they are lacking.
Tough Zombie - Berserker Aura
Creature
4
10
It's the best zombie in the game and it comes with berserk for free and it makes all other nearby zombies berserk. It doesn't get much better than this.
Detonator (2)
Creature
3
There are situations where detonators are pretty good. Area 3 as Annette when you could have Concentrated Enhancer instead is not one of those situations.
Concentrated Enhancer
Firearms
10
Turns all your zombies into unkillable, aggressive, infecting, zombie spawning hell beasts. Possibly the best card in the entire game. Incredibly cheap for the effect. This could cost 5 and it'd still be underpriced.
Daniel
Dealer - Regen
Creature
3
5
These zombies are so weak that the regen hardly matters, but dealers are an okay zombie, especially for Daniel.
Detonator - Berserker
Creature
3
9
Detonators are great, and this one comes with super speed. Daniel's knockback immunity makes these extra dangerous.
Armored Zombies
Creature
5
9
These guys put in work and only cost 1 more than a tough zombie. Too bad you can only get them in Area 3. Be sure to control them whenever you can.
Equilibrium
Mod
3
1
Doesn't make noticably more energy than a small generator. And as an area 3 card only, you can't exactly build a deck around it.
Alex
Virus Mine
Trap
3
6
The explosion is very large and with Alex's passive survivors tend to get infected. It doesn't harm your zombies so you can place it the middile of a fight if you want.
Landmine (3)
Trap
3
3
3 for the price of 1.5 sounds good until you realize you're getting landmines. Placing them without losing one is extremely annoying.
Efficiency - Infection
Mod
10
1
Wow, it reduces the cost of three cards by a whole 1 energy. Sure, you'll probably be running virus mine, but that's no game changer.
Jester - Camouflaged
Creature
4
5
The camouflage is pretty weak, but unless you're committed to no creatures, you'll run these anyway because the alternative is Infectious Efficiency Mod.
Spencer
Advanced OS
Mod
3
1
Energy caps at 10, so masterminds who spend a lot of time over 6 are gonna likely end up wasting energy. In return for that wasted energy you may get to lock an extra door. No thanks.
When energy is over 6, reduces E.I.S. recharge by 20%.
Mod Recyler
Effect
1
5
Gives about half the cost of the Mod in energy, making it most useful for Spencers running Creature Mod Efficiency. Even without mods you'll be running this just because it's cheaper to cycle than the alternative.
Discard all mods, gain energy equal to half their face cost (max 9).
Hypercharge
Effect
2
5
A strange card for Spencer to have, as he doesn't often want to play a lot of expensive cards. But much better than the alternative. It shines in creature heavy Spencer decks not firearm Spencer decks.
Reduces cost of all cards by 2 for 15 seconds.
Overcharge
Mod
5
3
Same as OS Mod, except this time you get energy. The energy generation is actually huge, but good luck staying between six and ten energy without wasting any of your new free energy. Hard to make a case for this over Hypercharge.
When energy is over 6, increases bio energy recharge rate by 30-ish percent.
Supply Zombie
Name
Type
Cost
Rating
Analysis
Unlocks
Notes
Supply Cards
All these cards are free which is good because I wouldn't want to pay for them.
Generator Mod - Large
Mod
0
7
In theory this card is a game changer, but surprisingly often I find myself throwing it away to get my card slot back.
10% energy gain boost (same as small generator).
Ivy
Creature
0
5
Survivor's can get miniguns, rocket launchers, stun guns, and more out of a supply zombie, you get... a free zombie? I mean yeah, it has an instant kill attack and sometimes comes back, but this is maybe worth 3 or 4 energy at the most.
Hard to kill zombie with an instant kill attack.
Grenade Launcher
Firearms
0
7
It's okay. You'll almost always hit one survivor and can sometimes get the whole team. Occassionally wins games if you can disrupt a revive attempt.
1 explosive shot, 500 damage AoE, doesn't detonate mines.
Blinding Flash
Effect
0
6
Sure, ok. Survivors won't stand still for this so it doesn't make landing firearm shots as easy as you might think, but it's not a bad effect.
Blinds survivors.
29 Comments
Outrider 007 Jun 22, 2021 @ 12:37am 
energy leech rifle is for daniel rank 16
HARDLOOKOUT! Mar 29, 2021 @ 9:47pm 
thanks but the players are pathetic... hmm GJ on list , shit community
Suegiclah Feb 8, 2021 @ 6:26am 
Nicholai guide or the guide is dead
KillerOfFascism Sep 4, 2020 @ 12:55pm 
But still I would really enjoy an update please?
Cait_Blackcat Jul 10, 2020 @ 8:46am 
Heres a simple explonation why he's not updating the list : He hates the game and its dead for him
Alfred Kodani Jun 13, 2020 @ 12:25pm 
No update for Nicholai?
HippyTesla May 19, 2020 @ 9:00am 
I've played against a trap-deck Alex, and she blew us off the map. 4 Martins with Nimble Sapper wouldn't have saved us, she can set them way faster than he can disable them. Combined with Blinding Flash, it was either stand still and waste time or run dizzy and hope there's no High-Explosive Mines in this narrow hallway.
KillerOfFascism May 15, 2020 @ 10:35am 
Update this guide perhaps since a new update?
typervader May 14, 2020 @ 3:15pm 
This is why i hate mastermind supply cards, they are all shit for a one time use effect. If you could reuse them over and over yea they would be really good.
Tron Burgundy Apr 27, 2020 @ 11:32pm 
also lockdown mines are brilliant when you're playing as spencer and you have the ability that insta-locks doors to lvl 3. Just make a spencer preset map with lockdown mines just beyond key doors to isolate survivors for easy pickin's. Plus, nothing's more frustrating than getting into a puzzle piece room and accidentally locking all the doors to max again, knowing you have to break them all open again to get back to the exit.