Choose an action for this row
Default: take an eligible card already on screen when it fixes the run’s most urgent problem and you still want its future path.
Reason: taking a useful visible card is certain. Reroll only draws from the pool that is eligible now, so it cannot repair a missing prerequisite or force one exact card.
Premise: you are playing Full Release 1.0, the card’s skill-tree gate, run prerequisites, mode access, and maximum level all pass, and no locked card is more valuable later.
Cost: the pick closes this row. A final branch can remove its sibling, Banish can close a future path, and selecting the locked card clears that lock.
Alternative: Lockdown a useful card you want later, Banish a legal but unwanted path, Reroll when useful unseen candidates remain, or Skip when the current Health and Cash matter more than every card left.
Diagnose a missing offer
An unlocked Tier 3 weapon or final ability branch is allowed to appear. It is not guaranteed to occupy the next row. The screen first removes every record that fails a current-run check, then selects from what remains.
Use this order when the card you wanted is missing:
- Confirm that the Survivor has joined the current run.
- Confirm that the exact weapon, ability, or evolution node is unlocked in that Survivor’s skill tree.
- Reach every listed prerequisite level. Later weapons need the previous weapon at its maximum level. A final ability branch needs its base ability at its maximum level.
- Check whether the record itself is already at maximum level.
- Check whether a mutually exclusive final choice removed it from the run pool.
- Check the selected mode. Mode eligibility is applied before the level-up screen builds its candidate list.
- If every check passes, treat the absence as a random row result. Reroll can help, but it cannot force one exact eligible record.
Open the Weapon catalog for a Weapon’s exact prerequisite and sibling relationship. For an Ability, open the Ability catalog. Those records tell you whether a candidate can enter the pool. This page explains why an eligible candidate may still wait for a later row.
Build the eligible pool
The normal selector starts with the run’s still-available skill Power-ups. Survivor recruitment cards and loot cards are handled elsewhere, so they are not mixed into this normal draw.
Recruiting another Survivor expands the list with that Survivor’s unlocked weapon and ability paths. The new records still have to pass their own skill-tree and prerequisite checks. A recruit does not bypass a weapon tier or ability evolution requirement.
For each record, the screen applies these gates:
- The record must be available in the selected edition and mode.
- Its skill-tree requirement must be unlocked.
- Every attached Power-up requirement must be satisfied.
- Its current run level must remain below the record’s maximum level.
- A final choice that another selected branch disabled must no longer be in the run pool.
The checks are cumulative. Passing the skill-tree gate does not cancel a missing run-level prerequisite, and reaching the required run level does not supply a missing permanent unlock.
Understand how a row is drawn
- One Survivor
- 3 choices
- Two or more
- 4 choices
- Normal duplicates
- None in one row
- Short pool
- Endless cards fill slots
With one active Survivor, the level-up screen requests 3 slots. Once the team has more than one active Survivor, it requests 4. A locked choice uses one of those slots before the normal draw fills the rest.
Normal candidates are selected by a uniform index from the current filtered list. The selected record is removed from the temporary list before the next slot is drawn, so one row cannot contain two copies of the same normal Power-up. There is no separate per-record offer weight in this path.
That does not give every unlocked record the same visible chance across a whole run. Their prerequisites become true at different times, maximum-level records leave the pool, a new Survivor adds another set, and Banish or a final branch can remove records. The list size changes as the run changes.
If the normal selector cannot fill every slot, the screen requests Endless Military Training stat cards for the remaining positions. Those fallback cards use the Endless rarity. Seeing one does not mean all ordinary Power-ups are finished. It means the current filtered normal list did not fill this row after its lock and Reroll exclusions were applied.
Use Reroll with its history
Reroll does more than replace the visible row. Before the replacement, every unique card in the row joins a cumulative history for that selection screen. The next draw excludes the locked choice and every card in that history while unused eligible candidates remain.
The history stays active through repeated Rerolls on the same screen. A card from the opening row should not return on the second or third draw merely because another Reroll was used. This gives consecutive Rerolls broader coverage than independent fresh rolls.
The exclusion has a practical limit. A small candidate pool can run out. When the screen needs more fallback cards, previously shown Endless stat cards can return to fill missing positions. The rule does not promise an unlimited sequence of unseen choices.
Recommendation: use Reroll after confirming that the desired record is eligible. If a prerequisite is still false, Reroll only explores the pool that already exists.
Know what Lockdown keeps
Lockdown stores one exact choice for the next matching screen and reserves a slot for it. Reroll replaces the other choices. Skip closes the row but keeps the level-up lock. Selecting a different Power-up also keeps that lock. Selecting the locked Power-up clears it because the saved choice has been used.
The game keeps separate lock state for each selection family. A level-up lock is not the Item Chest lock, the Military Training lock, or the Survivor Rescue lock. Locking one screen does not reserve the same card on every other screen.
is an automatic Team Rank unlock with infinite uses. Infinite uses do not mean infinite locked cards. Each supported screen family stores its own single current lock.
Recommendation: lock a Power-up when it is already useful but another card solves the immediate problem. If you intend to take the locked card now, Lockdown adds no value because the pick clears it.
Use Banish on the run pool
Banish removes the selected Power-up from three places: the current row, the run’s still-available skill pool, and the current screen’s Reroll history. Removing it from the run pool is the lasting part. Later level-up rows cannot select it again during that run.
Using Banish does not consume the level-up event. The selected card disappears, the screen stays open, and you can choose one of the remaining cards. This is different from Skip, which closes the selection without taking a Power-up.
Banish can also make a path impossible for the rest of the run. Removing a base ability or middle weapon means a later record that requires it cannot pass its prerequisite. Use the reference before banishing a card whose path you may need later.
Recommendation: Banish a legal but unwanted branch when removing it improves every later row. Do not spend it on a card that will leave naturally after its next maximum-level pick unless the current row needs immediate cleanup.
Calculate the Skip reward
Skip closes the level-up row without selecting a Power-up. It then restores Health and grants Cash through two separate formulas.
Example: 1,000 Team Max Health with both multipliers at 1 grants 200 Health and 300 Cash.
Health uses the current Team Max Health, not missing Health. The result is truncated toward zero after the multiplication. At a current Team Max Health of 1,000, the base formula restores 200 Health.
Cash starts from the run’s current spawn-intensity scaling. The Team Money multiplier contributes only its amount above the identity value, then the combined value is multiplied by 300. The game performs the arithmetic as float32 values and truncates the result. With both multipliers at 1, Skip grants 300 Cash.
Skip does not clear the saved level-up Lockdown. This makes it possible to keep one card for a later level-up while taking the immediate Health and Cash instead.
Check every control source
The Team tree supplies the base controls. A Badge and several Items modify charge use or Skip outcomes. The table below lists their current names, rank gates, and effects.
Team controls
- Team Rank 2. 5 paid levels.
- Team Rank 3. 5 paid levels.
- Team Rank 3. Automatic unlock with infinite uses.
Badge
- Rerolls +1 Banishes +1
Items
- The first Reroll on each power-up selection screen is now guaranteed to be free.
- The first Banish on each power-up selection screen is now guaranteed to be free. +10 Luck
- 50% chance that Reroll or Banish will not consume its charge when used. +10 Luck
- Every use of Skip function additionally restores at least +500 Health Points. +20% Healing Bonuses
- Gain points from every use of the Skip function. +1 point for the level-up panel skip, +5 for any other. Every 2 points: +1% XP modifier Every 5 points: Military Training Point
- Gain a level-up for each Skip on Military Training & Item Chests. Recruiting a Survivor provides one level-up for every 2 minutes that has passed since the last Survivor joined the team.
begins at Team Rank 2 and has five paid levels. begins at Team Rank 3 and also has five paid levels. is granted automatically at Team Rank 3.
Read the exact Item wording carefully. Some effects apply to every power-up selection screen, while others react only to Skip or to Item Chest state. Reserve Bench, for example, grants level-ups for Skip on Military Training and Item Chests. It does not turn a level-up Skip into another level-up.
Choose an action in order
Use this decision order on a difficult row:
- Check whether the wanted Power-up is actually eligible. A screen action cannot fix a missing prerequisite.
- Take the wanted card if it is present and its timing is good.
- Lock it if you want it later and another current card is more urgent.
- Banish a card only when removing its whole future path is acceptable.
- Reroll when the current row has no useful pick and the eligible pool still contains useful unseen records.
- Skip when the Health and Cash matter more than every remaining card. A saved level-up lock will remain for the next level-up screen.
This order is a recommendation, not a hidden game rule. The factual boundaries are simpler: Reroll changes the row and grows its history, Lockdown preserves one choice, Banish removes a choice from the run pool, and Skip closes the row for its rewards.
| Action | Current row | Later rows |
|---|---|---|
| Reroll | Replaces the row except for a locked choice. | Every shown choice joins the current screen's exclusion history. |
| Lockdown | The locked choice keeps one slot. | It survives Reroll, Skip, and selecting a different choice. Selecting it clears the lock. |
| Banish | Removes the selected card but leaves the selection open. | Removes that Power-up from the run pool and the current Reroll history. |
| Skip | Closes the row without taking a Power-up. | Keeps the level-up lock and grants the generated Health and Cash rewards. |
FAQ
Why did my unlocked final weapon not appear?
Unlocking makes it eligible after its run prerequisite is satisfied. The row still selects randomly from every remaining eligible record, so one exact final weapon is not guaranteed.
Can a normal row show duplicate Power-ups?
No. After the screen selects a normal candidate, it removes that candidate from the temporary list before drawing the next slot.
Does Reroll forget the opening row?
No. It accumulates the cards already shown on the current selection screen and excludes them from later Rerolls while other eligible choices remain.
Does Lockdown survive Skip?
Yes, for the same screen family. A level-up lock survives a level-up Skip. It does not become the lock for an Item Chest or Military Training screen.
Does Banish spend the level-up choice?
No. It removes the selected card and keeps the row open so you can choose a remaining card.
Why did an Endless card appear before every Power-up was maxed?
The current normal list did not fill every requested slot after availability, lock, and Reroll-history exclusions. Endless cards fill the shortfall.
What does a baseline Skip give?
With 1,000 Team Max Health, a Team Money multiplier of 1, and spawn-intensity scaling of 1, the generated formulas return 200 Health and 300 Cash.