No More Room in Hell 2 — Best Builds, Skills & Loadouts

You don't build a No More Room in Hell 2 loadout from a clean menu. The game hands you three random skills at set levels and asks you to keep one. The real question is never "what's the perfect build" — it's "which of these three do I grab right now?"

How Skills Work — 3-Choose-1 System

Every Responder starts with one job-based skill tied to their pre-outbreak career, then fills the rest of their slots as they level. You reach picks at Responder levels 5, 10, 15, 20, 30, 40 and 50 (the max rank). At each threshold the game offers three random skills from your unlocked pool.

Some skills only appear after you've taken a prerequisite. Plan early picks so strong skills can appear later — for example, Hard Blow won't show up unless you previously grabbed Rush, Hitman or Butcher.

Version 1.0 reshuffled the pool: Averaging, Guts and Teddy Bear were removed, and three reload skills were added — Handgun Reloading, Rifle Reloading and Shotgun Reloading.

Skill Tier List (S/A/B)

Prioritize stamina, health and ammo economy first — these fix problems every Responder faces:

  • S-tier: Athlete, Thick Skin, Sturdy Body, Scavenger, Marathon Runner, Vulture, Mule, Caravan, Butcher, Headhunter, Hitman, Quiet Steps, Skilled Medic, Stayin' Alive, Healing Item Stack, Resident Genes, Lucky Pathogen, Builder, Grenadier
  • A-tier: Overkill, Tight Shot, Steel Chamber, Headblown, Hard Blow, Penetrating Shot, Mohawk, Rush, Adrenaline Rush, Acquired Immunity, Limbo, Locked On, Longer Battery, Resilience
  • B-tier: Steady Shot, Steady Hand, Hellfire, Eagle Eye, Icarus, Doorbreaker, Foreman, Heavy Shoves, Wicked, Winged, Deprived, and the three Reloading skills (take only when they match your weapon)

Athlete is the melee economy backbone — more stamina means more swings before you gas out during a grab. Scavenger fights ammo scarcity directly. Thick Skin and Sturdy Body belong on any build that plans to stand near zombies.

Best Builds by Role

The strongest builds specialize in one team job. Three working archetypes for 1.0:

  • Crowd-control Juggernaut (frontline melee): Fire Axe or Sledgehammer + Athlete, Rush, Sturdy Body, Thick Skin. Control the group — knock enemies down, break legs, create space.
  • Stealth Infiltrator (scavenger/scout): Hatchet, Small Pipe + M1911, with Courier or Warehouse Worker foundations. Move fast, make less noise, avoid fights.
  • Firepower Sentinel (ranged): Rifle, Shotgun or Assault Rifle + the matching reload skill. Hold objectives and answer Runners.

The Fire Axe and Baseball Bat became significantly stronger in 1.0, while the Machete and Shovel were weakened. Open maps like Flooded favor shotguns; closed areas like Raven Rock favor automatic rifles.

Loadouts & Credits Economy

Credits are earned primarily by extracting with Supplies — final extraction gives far more than early extraction. Spend them on loadout items, cosmetic options and skill rerolls.

Version 1.0 removed Character Level requirements from loadout items, so a new Responder can carry expensive gear — but access doesn't remove the cost of losing it. The Rescue Beacon is the highest-end loadout item and the only one purchasable with either Credits or Merits: when equipped, it prevents the next instance of Responder loss, then is consumed. Bring it on Nightmare runs with a valuable character.

Test Builds in Solo Mode

Solo Mode removes traditional progression and permadeath — use it to check weapon handling, attachment visibility, inventory comfort and objective routes before risking a developed Responder. Perk rerolling is cheaper in 1.0, so experiment freely in Solo, then move online when the role works.

Related: See the 26 Responder classes for starting skills, the weapons tier list for gear, and the difficulty guide to match your build to the challenge.