Back 4 Blood – Guide to Logistic Support Build

This is the build for you if you’re neither a crack shot nor a super commando, or simply weary of the intense gameplay of a DPS or core melee, but still want to make a significant contribution and be a popular team member.

Logistic Support Build Guide

Core Cards Overview

The core of this build focuses on copper support and revive, consist of 9 cards, which gives 6 cards of flexibility for other variant builds. Note that Rousing Speech card disables offense accessories i.e. grenades. If you are not comfortable with that you can change that card to Fire In The Hole!

Talk to your teammate, make sure they let you do all the revive while you are alive.

The card Experienced EMT gives 20% max HP to your healing target. At the beginning of each map, give each of your teammates including yourself a bandage or painkiller. Shoot them and apologize if they have full health.

The copper card has to be the first two cards. Rest of the cards their order are not fixed, the images only showed my personal preference. Feel free to adjust the order based on your judgement and preference.

Mobility Focused Variant (for Evangelo) – Top Choice

This build provies 28% speed, with his 5% team card, and a gun with 10% stock (I remember purple stock gives 15% speed), you have 43% movement speed. That outrun every enemy with walking and easily sprint outrun long arm’s charging attack and stinger’s ranged attack. I was able to solo last mission of Act 3 with this build.

You can change Field Surgeon & Charitable Soul to Hellfire & Dash (or Mad Dash if you are confident with your control of stamina) for extra movement speed if your team doesn’t need a healer(not recommended though cuz a team could always use a healer).

Feel free to change Superior Cardio to Medical Professional, sacrifice stamina for team trauma heal.

Tips for Evangelo

  • Sniper (better) or shotgun main with pistol sidearm, or, automatic main with Magnum or Deagle.
  • Fully utilize Evangelo’s break out ability: when you see a Crusher and the ability is ready, run towards it, let it grabs you then escape. Make life lots easier for your team DPS
  • Regular zombies are your worst enemies. If they get close they’ll slow you down and your speed won’t be able to help you. Don’t go to dangerous places by yourself.
  • Follow your team DPS, heal them when needed, only kill for self defense, snipe mutants especially Stingers when you are relatively safe.
  • When more than 1 member of the team are downed, lead the enemies away if the terrain allows it, then run back to revive.
  • If you trust your skill, you can try bait mutants or Breaker to attack as long as there’re not many regular zombies around, you can dodge easily with your speed.

Healing Focused Variant (for Doc) – 2nd Choice

Doc doesn’t need speed and stamina as much as Evangelo since she won’t be running a lot, and need a escape card for herself. The disadvantage is made up solely by her team card, 25% team trauma resistance, imo the most useful team effect. Choosing Doc means more burden for the rest of your team to carry, or putting more trust in your team DPS (sounds better).

Tips for Doc

  • Same as Evangelo, sniper (better) or shotgun main with pistol sidearm, or, automatic main with Magnum or Deagle
  • Regular zombies are still your worst enemies, but need to be careful with mutants now, since you won’t be able to dodge as easily as Evangelo
  • Follow your team DPS, heal them when needed, only kill for self defense, snipe mutants especially Stingers when you are relatively safe.

Copper Cards

Money Grubbers is better than most copper cards, it can get you over a thousand copper per level. Say you find 20 pile of copper every map(which should be very easy if you looked), you get (20×21/2)x3=630 extra coppers. (20×21/2) is number of stacks, 3 is copper per stack.

And each additional pile you found gives you hundreds more copper when you stacked high, that’s where Copper Scavenger comes in.

Here’re some more data:

Starting from the 23th pile, these 2 cards earns you more than every other copper cards in the game, and this really add some satisfaction every time you pick up a pile of copper

Other DPS Varient (Highly Not Recommended)

No need Evangelo or Doc for this variant, you have 6 cards to up your DPS, do whatever you want.

It’s not recommended it’s best for everyone to do what their do best, DPS forcus on DPS, support focus on support. If you have to play a support DPS then your team is missing a field healer, which make the core DPS harder to do their job, and there’s no guarantee your half dps build can make up for the lost combat efficiency. Not to mention you risk getting yourself downed, missing a instant reviver may proven fatal.

Just remember to stick with long range and not get in the way of core DPS of the team. Sniper is most recommended here.

Egor Opleuha
About Egor Opleuha 6978 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.


  1. Copper scav 1st / Money grubbers 2nd / lucky pennies 3rd / compound interest 4th / utility scav 5th / weapon scav 6th / offensive scav 7th / surplus pouches 8th / support scav 9th / ammo scav 10th / marked for death 11th / shredder 12th / silver bullets 13th / admin reload 14th / run like hell 15th this is my support karlee build it’s the best support economy build imo because it only uses 4 copper cards and just with these 4 cards in one level you can have 2500 copers or more and then the rest of the cards is to support the team with item spawns so you always get toolkits defibs / more heals for doc or if there is no doc you can basically replace her because you have so much money anyway that the purple medkits will be enough to heal team’s trauma ect and then you can buy loads of razor wires to place in emergency all the time it’s great it’s my fav build on karlee

  2. Yeti u get +3 copper after every pile up to 75 per pile ^^ not always 3 so its waaaaaay more then 90 per map like S.C.P.D calculated its 630 on top of what u normaly get per 20 piles and every pile more like 75 so if u pick up a 25 pile its 100

    • So not sure i get this, like which of these two is it:

      1: each pile picked up will be it’s value X+(+3 to +75, at a rate of +3 per picked up pile)?
      example: so if all piles were +25 copper, and we had picked up 25 piles so far.
      All reaming piles we pick up in the level, will give +100 in total per pile(pile +75 extra per pile)?

      Or is that the piles go up to +75 copper each in total, rather than getting up to +75 added to them. So any pile less than 75 will be 75 when the cap is reached?

      The card is oddly worded, very much sounds like it intends to give +75 copper max in a round, which would only allow up to 300 per round max, if 4 of them are in play. And be a bit weak really compared to other get money cards. But the way i see it described here, makes it seem like it’s OP compared to the other money card options.

      Thanks for any clarification on this anyone can offer

  3. I’m not sure about your copper card math. The money grubbers card seems to say its max extra gain per level is 75 coppers.

    20 piles of copper that yield +3 per pile would be +60 copper total. 20*3=60

    Or for example if we found 30 piles of copper in a round we’d get +75 for that round. Because you get +3 per pile. That’s 30*3=90 but the stated “up to” is only 75.

  4. Oh. I thought money grubbers works diferent way. I run training and checked it. You’re correct. Every pile it gives more and more.

    But card obviously says it can give no more than 75. Seems like they need to change card text. Or me need to learn english… *hmmm*

Leave a Reply

Your email address will not be published.