*Not necessarily in order, change the deck around to suit your preference.
Designed for Holly who gains 10% resistance naturally but has enough resistance to use other characters too for flex. When you melee, you gain temp health, which helps keep you at full hp and minimal trauma damage. Scar tissue is required.
You need to crouch to gain the extra 30% damage resistance. Your job is to hold choke points with your team backing you up.
Holly = 100% resistance when you don't have temporary health. 115% resistance when you do. She has natural resistance and stamina regen on kill making her perfect as a front line tank.
Everyone else = 90% resistance when you don't have temp health. 105% resistance when you do.
Going above 100% damage resistance still causes you to take 1 damage minimum. This can be countered by taking the scar tissue card which will reduce the damage you take to 0. However, you will still take trauma damage every hit, and damage reduction won't reduce your trauma damage. You will take trauma damage until you are reduced to 40% of your maximum health. Once at 40% you will no longer take damage from most zombie sources. Keep in mind, acid, explosions, fire and friendly fire are all sources not effected by damage reduction. And on nightmare the corruption card creating basic zombies that drop acid pools on death came up frequently in the beta. To counter trauma damage we take Face Your Fears to give you temporary HP which prevents trauma damage and gives you the true tanking power.
2 Free slots for whatever you like.
Flex cards
I cut Battle Lust out since Face Your Fears can give you enough HP to overheat. However you CAN take both to make yourself true self-healing and minimize a little bit more damage.
I cut out Combat Knife since you will be using a Fireaxe. With Methhead you can attack pretty quickly and you can increase the damage to take out weak mutated ridden with Batters Up. See my melee build for more melee ideas.
You can add Vanguard to give all teammates 1 hp per kill, though this depends on how your team plays and whether you are getting kills or just holding the door. It can be good or useless depending on how well you guys pick stuff off or need to save ammo.
Battery up, 50% more melee damage is very good.
Combat Knife, instantly kills weak infected, which is also very good but takes up a slot.
Cross Trainers/Superior Cardio, any other stamina card you like. More stamina = more attacks which combo with Holly's stamina regen.
This deck is designed to be in the front, with the ability to take hits while killing most things before it gets to you through melee, saving your team ammo, heal items, and generally not having to worry about trauma.