Tier List

Inferno Protocol Injector Tier List

Labeled serums first. Unlabeled last. Mutation is not a free talent tree.

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Injector Tier List

Official Inferno Protocol text names five labeled injectors — dash, rage, night vision, double jump, extra health — and then promises unlabeled syringes you will use whether you like it or not. This ranking is a risk board for Early Access, not a theorycraft spreadsheet. How to inject without wrecking a run is in the injector guide. How fights play after a serum is in combat.

S tier

Extra health. The only label that does not ask you to change how you move through a lying maze. Inject before a camp, a trash eater, or a rat nest. Does not replace cooked food. Does not replace a bed. Still the first vial a new player should spend.

Night vision. The July 2026 patch spent art time on the effect. Night interiors can empty of daytime creatures. If your squad can run dark, NV is how you loot without turning a fire barrel into a lighthouse. Conflicts with torch-heavy maze navigation; pick a doctrine.

A tier

Dash. Breaks chases and trap hallways you already marked. Punishes unmarked sprints. In co-op, only the scout should be dashed; six people blinking in different directions is how notebooks die.

Double jump. Escape tool for bad floors and grab recoveries. Launch-week reviews mentioned falling through geometry — a jump serum is not a patch, but it is a chance. Do not use it as exploration fuel or you will land in an unmarked courtyard.

B tier

Rage. Damage fantasy, noise reality. No public stat block. Assume tunnel vision and louder melee. Excellent if you already know stagger cancel. Miserable if you are the walkie operator. Sit this below extra health until you can win Junkyard sober.

Warning row — unlabeled

Unlabeled injectors are not D tier. D tier would mean weak. Unlabeled means the studio told you it might rewrite you. Permanent damage, illness, and deformation are in the press kit. Rank them as a table you only roll when the run is already funded: settlement nearby, food cooked, squad watching, notebook ready. One volunteer. Never a full six-stack toast.

If an unlabeled serum gives a stable, useful mutation, it can jump to A on your personal list. Log the location. Do not generalize from one roll to a wiki-wide S. We will name new labels when Tektonic does.

Synergy with weapons

  • Extra health + shotgun interiors.
  • Night vision + crossbow Jungle.
  • Dash + dual blades, then mark the landing.
  • Double jump + fall-risk interiors, not as a farm route.
  • Rage + katana stagger, proximity mic off.

Traps remain better than serums for hallway control. A bear trap does not deform you. Craft first: crafting. Inject second.

What we will not rank

Durations, cooldowns, stack caps, and hidden extra labels. They are not public. If a YouTuber lists ten named mutations with numbers, demand a patch note. This wiki would rather be short than fictional. When Winter and new biomes arrive, injector density will probably rise — that is a roadmap problem, not a reason to mainline glass today.

A conservative kit for the first ten hours

Carry extra health if you have one vial. Carry night vision if you loot at night. Leave rage in the stash until you can stagger-cancel Junkyard walkers without it, which you should learn in combat. Dash is for marked hallways and rat kites, not for discovering Jungle. Double jump is for getting off a floor you do not trust, then spraying the landing. That kit is boring and it is how you still have a character when a labeled serum is not on the trader.

If the settlement trader offers a labeled vial, compare the part cost to a shotgun craft. A gun with random ammo still beats a rage you cannot aim. If the trader offers unlabeled glass, walk. The injector guide is the ritual; this page is only the letters. Letters without a notebook are how six people invent six metas and wipe on the same crocodile.

FAQ

Frequently Asked Questions

Quick answers for Inferno Protocol survivors.

Which Inferno Protocol injector should I use first?

Extra health, before a fight you already understand. Night vision if you are doing a planned dark loot. Save unlabeled vials.

Is rage the best injector?

No. It is B until you can stagger-cancel without it. Noise and tunnel vision punish unmarked corridors.

Why aren't unlabeled injectors D tier?

They are dangerous, not weak. The store page says you will use them. Treat them as a calculated mutation, not trash loot.

Do injectors replace food and traps?

No. Cook and plant first. Serums modify a kit; they do not create one. See crafting.