Brett is one of the characters for the Teen side in VHS, and he has three unique Perks. These Perks can be unlocked for other Teens by completing his Journey. Before investing your time in Brett I will explain how his Perks work so you can decide if he is worth it for your playstyle.
Brett’s first Perk is Born Tough, and as the name suggests, it just makes him tougher: “Increases your maximum life by 8/16/24%.”
The extra health from Born Tough is indicated by a line in your health bar. The bump in health can give you a second chance during a game since it will take longer for you to reach critical health. Born Tough also slightly counters a popular Monster perk called Lethal Weapon. What Lethal Weapon does is make Teens take extra health damage when hit by the Monster. Born Tough is a good standalone perk that can work with many builds.
Never Say Die
Brett’s second perk is Never Say Die. Here is how it works: “The rate at which you lose life while Prone is reduced by 10/20/30%.”
Never Say Die is a situational perk that can help Teens out in a dire situation. Something what can easily happen during a game is two Teens going down near each other. Or sometimes a Teen is Prone in just the wrong spot, making it difficult for their team to save them. With Never Say Die you can buy valuable time for your team while Prone.
This extra time you buy will give your team time to make weapons. Then they can confront the Monster, and possibly even Banish them before healing you up. I have found this perk especially useful in solo play, where often it takes my team forever to get to me. Never Say Die can potentially help you live longer as well. This is because the health you lose while Prone is permanent, so reducing how fast your health depletes can keep you in the game longer.
Never Say Die works really well with the Chompie Bar strategy many Teens use. Here is how the Chompie Bar strategy works: if a Teen is at Critical Health and has a Chompie Bar, they will wait until they are injured and about to be hit again. Right before the Monster hits them the Teen eats the Chompie Bar. This will save the Teen from dying by giving them enough health to be put into the Prone state. You usually have a low health bar at this point, so Never Say Die can buy you enough time to stay alive. Just remember that you cannot eat Chompie Bars if you are Disrupted.
Brett’s third unique perk is Vice Grip. Here is how it works: “Once per match, if you are knocked Prone while you have a weapon equipped you will not lose it. This perk only becomes active after 2/1/0 other Teens have died.”
Vice Grip is pretty useless when you first get it, and somewhat useful when you get the tier 2 version. But Vice Grip tier 3 is one of the best perks in the game, because you get to keep your weapon if you are put in the Prone state. This is important because usually weapons are automatically lost when put in the Prone state.
Weapons are the only way for Teens to Banish the Monster. So if you can keep your weapon after an unlucky chase, you have a second chance to Banish the monster. This is even more important if not many Teens are left alive and you only have to kill the Monster with one or two Stigmas. Vice Grip can give you the upper hand during crucial moments in a game.
With that said, you have to be careful when using Vice Grip. Oftentimes you may use a weapon during a chase to slow down the Monster and buy more time. However, this means your weapon could not have many charges left by the time the Monster puts you in the Prone state. In this situation, you would want to make sure to always use up your weapon, or discard it before you are put in the Prone state. You do not want to waste your Vice Grip by saving a weapon that does not have enough charges left to Banish the Monster.
There you have it: Brett’s three unique Perks explained in VHS. Thanks for reading and stay tuned for more VHS guides.