During the run

Build the squad

Start with the part of the build you need to fix. Each route explains the rule, the condition that changes it, and the cost of choosing another direction. Complete current records sit beside the decisions they support.

SOS recruiting

Add the missing job or keep the current team

Use the current squad size, eligible candidates, rescue cost, and Liberate reward before changing the active team.

Choose a recruit or LiberateRead the attempt window, rescue interaction, candidate set, Auto-Selection, Extermination branch, and SOS-specific Items.DecisionUpdated Sep 3, 2026
Health and recovery

Respond to the recovery failure you actually saw

Between-hit loss, failed sustain, an unprotected fatal hit, and spent protection require different immediate responses.

Choose one recovery actionMatch the first failure to the one source you have, then take one action with a clear premise, cost, and alternative.7 minUpdated Sep 3, 2026
Damage tags and statuses

Concentrate tags for the result the build needs

Separate direct damage, status chance, duration, threshold effects, and Item-only changes before treating a tag count as a build score.

Choose a supported damage typeAudit sources across 7 types, then apply direct damage, 6 status rules, thresholds, Items, Badges, and the Implosion exception.16 minUpdated Sep 2, 2026
Armor and avoidance

Build for the damage that ends the run

Keep retained damage, effective health, regular Dodge, Projectile Dodge, Weapon Critical Chance, and Ability Critical Chance in their own calculations.

Understand Armor, Critical Chance, and DodgeApply the piecewise Armor formula, damage truncation, separate Critical statistics, and both Luck-driven Dodge additions.10 minUpdated Aug 30, 2026
Luck breakpoints

Invest for the effect the build needs

Critical Chance, Dodge, pickup timing, XP drop quality, and passive quality stop or scale at different values.

Choose a useful Luck targetRead every active consumer, exact cap, direct source, and unaffected system before spending another pick.12 minUpdated Sep 1, 2026
Badges

Spend permanent points on the exact run effect

Separate the Badge unlock, equipped slot, statistic bonus, and damage-tag count before comparing permanent options.

Understand Badge levels and stackingRead rank gates, point costs, tag additions, shared slots, and same-stat combination rules.12 minUpdated Sep 1, 2026Look up every Badge effectSearch 27 current Badges by owner, rank, statistic, or scope.27 BadgesUpdated Sep 1, 2026
Military Training

Choose a card by effective gain

Separate Team and Survivor allocation, then preview how the printed value changes the current effective statistic.

Understand Military Training choicesRead the unlock, allocation, exact result formulas, mode limits, and Infinite repeat weights.14 minUpdated Sep 3, 2026Check one Military Training cardSearch 19 cards, open the current offer, then set its quality, target, and raw statistic.19 cardsUpdated Sep 3, 2026
Permanent preparation

Fund the branch before testing the build

Confirm the cost, rank gate, and prerequisite for a weapon, ability, evolution, synergy, or specialization route.

Read the permanent spending rulesSeparate built-in levels from paid destinations, named weapon boosts, evolution unlocks, and full refunds.12 minUpdated Aug 31, 2026
Weapon paths

Inspect the complete path before replacing a leveled Weapon

A later Weapon uses its own base record, level rows, permanent boost, cadence, range, and damage types.

Decide when to replace a WeaponCheck offer gates, what carries, final-choice cost, exact level rows, and supported timing before taking the next tier.14 minUpdated Sep 2, 2026Understand level-up offers and actionsCheck the eligible pool, cumulative Reroll history, separate locks, Banish scope, and exact Skip formulas.11 minUpdated Sep 3, 2026Open every Weapon path and timing fieldSearch 45 Weapons by Survivor, tier, or damage type, then open one record for its supported timing fields.45 WeaponsUpdated Sep 2, 2026
Squads and final branches

Check the rule behind each choice

A synergy effect can have its own rank, node, ability, or combat gate. An evolution branch can add a separate threshold or cap.

Understand directed synergy effectsOpen one owner effect and check its Rank, purchased node, named Ability, and combat condition.7 minUpdated Sep 3, 2026Inspect every Ability and final branchSearch all 36 base Abilities, then open one record for exact level rows and both mutually exclusive final branches.36 Abilities ยท 72 branchesUpdated Sep 2, 2026Choose one Ability evolutionCheck the exact skill-tree unlock and Level 4 gate, then choose the internal branch whose effect fixes the current problem.8 minUpdated Sep 3, 2026
Items and pickups

Separate access from what helps the build

An Item must enter the chest pool before its effect can support a build. Ground pickups follow a different set of spawn and collection rules.

Understand Item Chest eligibilityFind the first failed unlock, mode, pool, preset, or carry gate before planning around an Item.10 minUpdated Sep 2, 2026Look up Item effects and restrictionsSearch all 134 Items by effect, unlock, classification, and allowed mode.134 ItemsUpdated Sep 2, 2026Understand ground pickup rulesRead the spawn gates, attempt timing, failed retries, map caps, collection behavior, and timed effects.11 minUpdated Aug 28, 2026