Fur & Fortune

Crews Fox

Fox

Infiltrator · Erase suspicion; win heists nobody saw.

“Plans three steps ahead and tells nobody.”

  • UltimateWhat Does the Paw Say? (300 s cooldown)
  • PassiveThe first full suspicion clears the map if ready.
  • Natural attackBite
Bonus HP
+0
Bonus armour
+4
Move speed
×1.18
Extra bags
0
Picked in
–
Jobs completed
–

Mutation paths

Each crew levels from 1 to 10 with crew XP (60 / 90 / 130 per heist on Easy / Hard / Insane). Pick one direction per crew: the first pick is free, a change costs 2,000 Gold Coins and keeps the crew's level. The choices at levels 4, 6, 7, 9 and the evolution at level 10 are free to change in the Garage. Every path keeps the crew's natural attack, ultimate and passive.

Titan

Trickster King

Strong at a tough bait that draws fire, interrupts and stuns with feints, survives a lethal hit by playing dead

Weak at slow, loud and easy to spot, so the Fox's stealth tricks cost more; little recovery

Use it for loud phases where the crew needs a decoy body, covering a driller, bluffing through a bad fight

Body +15%, slower, louder, spotted sooner, slower armour recovery

  • Stealth2 of 5
  • Alarm4 of 5
  • Combat3 of 5
  • Objective defence3 of 5
  • Extraction2 of 5

Lv 10 False Surrender False Surrender or Surrender Gambit

Phantom

Silver Phantom

Strong at unseen movement, control over its own suspicion, burst bites from behind

Weak at fragile, little sustained damage, protects only itself unless Pack Trick

Use it for casing, solo objectives in view of guards, bag runs to extraction

Body −10%, less HP and armour

  • Stealth5 of 5
  • Alarm2 of 5
  • Combat2 of 5
  • Objective defence1 of 5
  • Extraction4 of 5

Lv 10 Slip the Net Net Breaker or Mirror Zone

Apex

Master of Misdirection

Strong at decoy sounds that move guards, scoped clears aimed where they matter, quiet bites

Weak at no extra durability or mobility (the Apex cost); weak once the alarm is up

Use it for steering patrols off a route, clearing a single room's meters, casting while the crew works an objective

Normal body: no Titan durability, no Phantom mobility

  • Stealth4 of 5
  • Alarm2 of 5
  • Combat2 of 5
  • Objective defence2 of 5
  • Extraction3 of 5

Lv 10 What Does the Paw Say? What Does the Paw Say? — Chorus or What Does the Paw Say? — Ventriloquist

Titan

Trickster King

  1. Lv 1Identity
    Trickster King

    +20 max HP and +5% damage reduction

    Cost Titan base: 6% slower, 20% louder, spotted 10% sooner, armour waits 15% longer

    Best Loud phases from the first heist

  2. Lv 2Minor
    Thick Brush

    +8 max armour

    Best Every loud phase

  3. Lv 3Natural attack
    Feint Bite

    A heavy bite interrupts its target for 0.3 s

    Best Stopping a cop mid-aim or a guard reaching for the radio

  4. Lv 4Choice: pick one
    Taunting Yip

    Enemies target you 25% more and you take 6% less damage

    Cost You are spotted 10% sooner

    Best Drawing fire off a driller

    Bulletproof Brush

    +8% bullet resistance

    Cost 5% slower

    Best Long firefights against rifles

  5. Lv 5Defining
    Brazen Clear

    Whenever the passive or the ultimate clears, you take 12% less damage for 5 s, and the passive spends 25% less of the cooldown

    Best Bluffing past a guard who almost saw you, then holding if it still goes loud

  6. Lv 6Choice: pick one
    Heckle

    A heavy bite that lands makes every enemy target you more (+100% threat) for 3 s

    Cost Your actions are 10% louder

    Best Pulling a cop squad off a downed crewmate

    Stubborn

    +20% crowd-control resistance

    Cost Bites 10% slower

    Best Holding through flashes, stuns and shoves

  7. Lv 7Choice: pick one
    Thick Hide

    +12 max HP and +5% damage reduction

    Cost You are spotted 10% sooner again

    Best Insane loud phases

    Lick Wounds

    HP regenerates 1 a second

    Cost −10 max HP

    Best Long heists with breaks between fights

  8. Lv 8Synergy
    Grand Trick

    Casting the ultimate gives you 15% damage reduction for 6 s, and your next heavy bite within those 6 s stuns its target for 0.6 s

    Best Casting the clear just before a fight turns loud

  9. Lv 9Choice: pick one
    Big Tail

    +15 max HP

    Cost Enemies target you 15% more

    Best Tanking for a crew that cannot

    Rabble Rouser

    Allies within 6 m of you take 6% less damage

    Cost You take 4% more damage

    Best Escorting a bag carrier

  10. Lv 10Evolution: pick one
    False Surrender

    a lethal hit becomes a play-dead save followed by a double bite

    A lethal hit leaves you at 1 HP playing dead: enemies mostly ignore you for 2 s, then your first bite within 4 s deals double; 1.1x max HP

    Cost One save per cycle that regrows in 200 s; the ultimate recharges 15% slower

    Best Surviving the burst that would down you

    Surrender Gambit

    the ultimate works in loud as a surrender bluff that stuns the room instead of failing

    With the alarm up the ultimate no longer fails: you raise your paws and enemies within 10 m freeze in place (stunned 1.2 s), and your damage reduction is 1.2x

    Cost In stealth the ultimate clears only meters within 30 m of you; it recharges 10% slower

    Best Turning a loud room around for 2 s

Phantom

Silver Phantom

  1. Lv 1Identity
    Silver Phantom

    +8% dodge chance; after any suspicion clear you are 50% harder to spot for 2 s (Phantom base: 10% harder to spot, 4% faster)

    Cost Phantom base: 10% less max HP and armour, a 10% smaller body

    Best Casing and slipping past a patrol

  2. Lv 2Minor
    Light Step

    Sprinting drains 15% less stamina

    Best Long sprints between cover

  3. Lv 3Natural attack
    Back Bite

    Bites from behind (outside the target's 110° front) or on a stunned, frozen or staggered target deal 60% more and stagger 0.4 s

    Best Picking off a guard who turned away

  4. Lv 4Choice: pick one
    Quicksilver

    +10% dodge chance

    Cost 8% less max HP

    Best Loud phases where bullets fly

    Shadow Sprint

    While sprinting you are 25% harder to spot

    Cost A 20% smaller stamina pool

    Best Crossing a guarded room fast

  5. Lv 5Defining
    Personal Escape

    The passive fires at 85% instead of 100% and costs half the ultimate's cooldown

    Cost It clears only the meters watching you

    Best Solo objectives in sight of guards

  6. Lv 6Choice: pick one
    Smoke Tail

    Every clear drops a decoy sound 6 m behind you that guards go to check

    Cost The vanish lasts 1 s less

    Best Pulling a patrol off your route

    Long Vanish

    The vanish lasts 2 s longer

    Cost The ultimate recharges 10% slower

    Best Relocating after a close call

  7. Lv 7Choice: pick one
    Twin Fangs

    Every third bite on the same target within 1.5 s deals 50% more and staggers 0.3 s

    Cost Enemies target you 15% more

    Best Finishing a lone guard quickly

    Ghost Step

    A slip gives 1.5 s of 40% concealment and interrupts the attacker for 0.3 s

    Cost −3% dodge chance

    Best Breaking line of sight under fire

  8. Lv 8Synergy
    Phantom Circuit

    A bite kill refunds 20 s of the ultimate (3 per cycle); casting the ultimate readies your bite at once

    Best Chaining quiet takedowns

  9. Lv 9Choice: pick one
    Clean Getaway

    While carrying a bag you are 15% harder to spot and the bag slows you 25% less

    Cost Bites deal 20% less while carrying

    Best Bag runs to extraction

    Pack Trick

    The passive also clears meters watching allies within 6 m of you

    Cost The passive now fires at 95%

    Best Casing with a partner

  10. Lv 10Evolution: pick one
    Net Breaker

    The ultimate works in loud (control resistance and a dodge burst) instead of failing

    With the alarm up the ultimate no longer fails: you and allies within 6 m get +40% crowd-control resistance for 6 s and your dodge chance is 1.5x for 4 s

    Cost In stealth the ultimate clears only meters within 30 m of you

    Best Escaping a loud room with the crew

    Mirror Zone

    The ultimate becomes a lasting suppression zone instead of a map-wide clear

    The stealth ultimate makes a 20 m zone for 8 s where suspicion drains and cannot fill; you move 20% faster inside it; it can be cast before anyone is suspicious

    Cost No map-wide clear (meters outside keep filling); it still fails with the alarm up; the ultimate recharges 15% slower

    Best Cracking a panel in view of a guard

Apex

Master of Misdirection

  1. Lv 1Identity
    Master of Misdirection

    The ultimate also drops a decoy sound 10 m toward your aim that nearby guards go to check

    Best Moving a patrol off your route as you clear

  2. Lv 2Minor
    Soft Voice

    Your bites make 25% less noise

    Best Takedowns with another guard in earshot

  3. Lv 3Natural attack
    Thrown Bark

    A heavy bite that lands also throws a decoy sound up to 10 m toward your aim

    Best Turning the next guard away from a body

  4. Lv 4Choice: pick one
    Room Clear

    The ultimate recharges 25% faster (300 to 225 s)

    Cost It clears only meters within 25 m of you

    Best Heists with many small rooms

    Twin Decoy

    Every decoy comes as a pair, the second 6 m to the side

    Cost Decoys are 20% quieter (60 to 48)

    Best Splitting a pair of guards

  5. Lv 5Defining
    Redirect

    When the passive clears a guard's meter, that guard walks to check a spot up to 10 m toward your aim instead of standing watch

    Best Getting a guard to leave the panel you need

  6. Lv 6Choice: pick one
    Echo Decoy

    Each decoy sounds again 2 s later at the same spot

    Cost The ultimate recharges 10% slower

    Best Holding a guard at the decoy longer

    Far Throw

    Decoys land up to 18 m away

    Cost Bites deal 10% less

    Best Pulling guards from the next room

  7. Lv 7Choice: pick one
    Hush Spot

    The ultimate also hushes a 10 m circle at its decoy for 5 s: suspicion there cannot fill

    Cost It recharges 10% slower

    Best Keeping a guard calm while the crew works next to him

    Quick Wits

    The ultimate recharges 15% faster

    Cost 8% less max HP

    Best Long stealth heists

  8. Lv 8Synergy
    Gotcha

    Bites on a guard investigating your decoy deal 50% more; a bite kill on one refunds 10 s of the ultimate

    Best Picking off guards one at a time at the decoy

  9. Lv 9Choice: pick one
    Loud Lure

    Decoys are 25% louder (60 to 75), pulling guards from farther

    Cost Thrown Bark waits 12 s instead of 8 s

    Best Big lobbies with spread-out guards

    Close Read

    The passive fires at 90% instead of 100%

    Cost It clears only meters within 15 m of you

    Best Solo work in a crowded room

  10. Lv 10Evolution: pick one
    What Does the Paw Say? — Chorus

    the ultimate becomes a chorus of decoys with a local clear instead of a map-wide clear

    The ultimate throws 3 decoys 12 m apart around your aim, each pulling the guards near it for 6 s; decoys are 1.25x as loud

    Cost It clears only meters within 20 m of you instead of the whole map

    Best Emptying a guarded floor before the crew moves

    What Does the Paw Say? — Ventriloquist

    the ultimate becomes a thrown, aimed clear instead of a map-wide one

    The ultimate is thrown: it clears meters within 15 m of a point you aim at up to 25 m away, and a decoy there is 1.25x as loud

    Cost No map-wide clear; it recharges 10% slower

    Best Calming one room the crew is about to enter while you stay outside

All crews