Choose for the problem on screen
Default: take a card that fixes the current run’s clearest failure. Choose a Team card for a shared squad problem, or put a Survivor card on the teammate doing that job.
Reason: the target decides who receives the value, and several statistics return less effective gain after their raw value crosses a threshold.
Premise: you are playing Full Release 1.0, the card is allowed in the selected mode, its statistic helps the current run, and no mission condition requires another choice.
Cost: an ordinary Survivor card gives every unselected Survivor only half of its printed value. Taking one card also leaves the other three offers behind.
Alternative: Lockdown a useful card for the next Military Training screen, Reroll while useful unseen cards remain, Banish only when removing that card for the run is acceptable, or Skip when none solves the current problem.
- Unlock the automatic Team Rank 2 node, then collect 4 orange points for an ordinary choice.
- Read the target before the quality. Team cards change one Team statistic. Survivor cards give the chosen Survivor 100% and every other Survivor 50% of the printed amount.
- Judge Area, Duration, Cooldown Reduction, Critical Chance, Dodge Chance, and Weapon Attack Speed by effective gain. Their final additions can be smaller than the card text.
- Treat Infinite choices as a separate level-up fallback. They apply a Survivor bonus to everyone at full strength, and a repeated option becomes less likely until its pool weight reaches one copy.
The permanent unlock enables Military Training in future runs. The cards themselves change the current run. Nothing in an ordinary orange-point choice spends a level-up.
Unlock the orange point bar
Reach Team Rank 2. is automatic at that rank and costs 0 Team points. It enables the orange bar and allows to spawn.
Collect 4 points to open one Military Training choice. lowers that requirement to 3. changes how often the point spawner succeeds, while lets Magnet effects collect the point. These Items change access to the next choice. They do not change a card’s listed value.
The orange bar is independent of the main experience bar. A normal level-up still handles weapons, abilities, and its own passive choices. Military Training points open their own screen during the run, and an ordinary choice does not consume the level-up that filled the main bar.
Read the four-card choice
The Military Training screen has 4 card slots. Its current pool contains 19 repeatable cards: 11 target one chosen Survivor, and 8 target the Team.
Each card stores Common, Rare, Legendary, and Infinite values. Quality changes the printed amount, not the target statistic. Luck shifts the Common, Rare, and Legendary weight pool, so higher Luck improves the odds of a higher quality without guaranteeing one.
Every current card supports Lockdown and Banish. Lockdown carries a card to the next choice. Banish removes that card from the pool. Reroll replaces the current offers, while Skip leaves without taking a card. Those actions manage the choice screen; they do not alter the selected card’s formula.
The level-up offer guide covers the shared charge effects and shows where level-up state differs from this screen’s own lock and candidate pool.
Open the Military Training cards when you need the complete 19-card set. Each card keeps its four quality values, scope, target statistic, mode availability, and result rule together.
Assign Survivor and Team cards
Choose the Survivor who should own the full effect before you confirm a Survivor card. is linear, so its Legendary +40% becomes +40% raw Ability Damage for the chosen Survivor and 20% for each other Survivor.
Team cards have no Survivor assignment step. adds its selected Armor amount once to the shared Team statistic. Do not multiply a Team card by squad size.
- Chosen Survivor
- 100% of a Survivor card
- Other Survivors
- 50% of that card
- Team card
- Applied once to the Team statistic
- Infinite Survivor card
- 100% for every Survivor
The half-strength share applies to the rest of the active squad. Infinite Survivor cards use a different path and apply the full amount to every Survivor.
Separate printed and effective gain
The card text is a raw bonus. The game first allocates that bonus to the chosen target, combines it with the target statistic’s other raw sources, and then applies the statistic’s result rule. Linear statistics keep the allocated amount. Five rule families can reduce the visible gain.
Repeating one card can produce a smaller displayed increase because the later pick starts from a larger raw value. If that statistic has crossed its special threshold, the result curve compresses the addition.
Critical Chance is different from the other curves. Its effective gain equals the allocated printed bonus multiplied by the remaining room to 100% raw Critical Chance. At 20% current raw Ability Critical Chance, at Legendary quality lists +25%, but the effective addition is 20%.
Preview the card result
The result lookup needs the current raw statistic. Do not enter an effective value that has already passed through a diminishing-return formula. Choose a card in the Military Training reference, set its quality and target, then enter the raw value. The preview calculates both sides of the formula and keeps the selected result in the page address.
For example, start at 300% raw Weapon Attack Speed and choose Legendary quality. The card lists +30%. The chosen Survivor receives the full card value, so the preview moves the effective statistic from 266.7% to 282.5%. The actual effective gain is 15.9%.
Each other Survivor receives half of the same card. From the same starting raw value, that target moves from 266.7% to 274.8%, an effective gain of 8.1%. The two results differ before the curve is applied because the allocated raw additions are 30% and 15%.
Open this Rapid Fire result in the reference. Change the raw value to match the current Survivor. The reference also clamps the result at the statistic’s generated raw maximum, so a card cannot push the preview past the game’s allowed range.
Use the five special formulas
Area and Duration share one curve. Cooldown Reduction has its own curve. Dodge Chance and Weapon Attack Speed each use another. The table uses the exact game expressions rather than approximating a soft cap.
| Statistic rule | When the special rule applies | Exact expression |
|---|---|---|
| Ability critical chance and Weapon critical chance | Uses remaining room to 100% | effective gain = (1 - current raw value) × allocated printed bonus |
| Ability duration and Ability area | 125% raw value | effective value = 1.25 + ((raw value - 1.25) × 100 × 0.75) / (((raw value - 1.25) × 100) + 100) |
| Ability cooldown reduction and Weapon cooldown reduction | 25% raw value | effective value = 0.25 + ((raw value - 0.25) × 100 × 0.7) / (((raw value - 0.25) × 100) + 100) |
| Dodge chance | 40% raw value | effective value = 0.4 + ((raw value - 0.4) × 100 × 0.8) / (((raw value - 0.4) × 500) + 100) |
| Weapon attack speed | 200% raw value | effective value = 1 + ((raw value - 1) × 100 × 5) / (((raw value - 1) × 100) + 400) |
Below each threshold, the effective value equals the raw value. At and above the threshold, use the expression in the table.
- 225% raw Area or Duration becomes 162.5% effective.
- 125% raw Cooldown Reduction becomes 60% effective.
- 100% raw Dodge Chance becomes 52% effective.
- 500% raw Weapon Attack Speed becomes 350% effective.
These are raw-to-effective examples, not recommended targets. Use , , , or only when its smaller effective gain still solves the current run’s problem.
The Weapon upgrade and replacement guide applies the two Weapon curves to final fire rate, reload, animation speed, and the first-shot magazine cycle. Use it when the card decision depends on a specific Weapon rather than the effective statistic alone.
Handle quality and choice Items
Luck changes the quality pool used by Military Training. It does not change which target a card owns or convert the card into another statistic.
| Quality | Weight formula | 0 Luck | 100 Luck | 100 Luck with Bells and a locked choice |
|---|---|---|---|---|
| Common | ceil(100 - Luck × 0.2) | 100 · 84.75% | 80 · 71.43% | 80 · 45.45% |
| Rare | ceil(15 + Luck × 0.1) | 15 · 12.71% | 25 · 22.32% | 75 · 42.61% |
| Legendary | ceil(3 + Luck × 0.04) | 3 · 2.54% | 7 · 6.25% | 21 · 11.93% |
Three Items act directly on quality. triples the higher-quality weights when a Military Training choice is locked. forces one or two offers to be at least Rare. raises a locked card by one quality each time another Military Training choice is earned. Keep these rules separate: one changes weights, one forces minimum quality, and one advances a saved card.
Choice-action Items apply after the screen exists. makes the first Reroll on each selection screen free. does the same for the first Banish. can preserve a Reroll or Banish charge. rewards Skip use and can award another Military Training Point, while turns a Military Training Skip into a level-up.
Do not fold any of those effects into the Common, Rare, Legendary, or Infinite values. The Luck guide covers the base quality weights, and the card page shows the values after the game has chosen a quality.
Check mode availability
The card pool changes by mode. Endurance and Infinite allow all 19 cards. Boss Rush allows 3. One Hit allows 15, and Extermination allows 16. A missing card can therefore be a mode rule rather than bad luck.
Filter the card page by the mode shown on the run setup. It reads the availability attached to each card and keeps the canonical page route unchanged.
Understand Infinite choices
Infinite Military Training options enter the normal level-up screen only when ordinary skill choices cannot fill its available slots. They do not wait for the orange point bar.
When an Infinite Survivor option is chosen, every Survivor receives 100% of its Infinite value. The ordinary selected-and-half allocation no longer applies.
The candidate pool starts with 5 copies of each Infinite option. Picking one removes a single copy only while more than 1 remains. The sequence is therefore 5, 4, 3, 2, 1, then a floor of 1.
| Previous picks of the same option | Copies in the next candidate pool |
|---|---|
| 0 | 5 |
| 1 | 4 |
| 2 | 3 |
| 3 | 2 |
| 4 | 1 |
| 5 | 1 |
| 6 | 1 |
The option stays legal at the floor. Repetition becomes less likely relative to untouched options, but it never reaches zero weight.
Choose a card for the current run
Use this order:
- Check whether the card is Team-scoped or Survivor-scoped. If it asks for a Survivor, assign the full bonus to the kit that can use it now.
- Read the target statistic. A higher quality does not help if the statistic does not address the current failure.
- Check whether the statistic is linear. For a special formula, judge the effective gain after the current raw value instead of relying on the printed bonus alone.
- Account for the other Survivors’ half share. A smaller secondary gain can still matter when several kits use the same stat.
- Use Lockdown when the card is useful but the current quality or timing is poor. Banish a card only when removing it improves future screens enough to justify the charge.
For example, a linear damage card is easier to value when the squad lacks damage now. An Area, Duration, Cooldown, Dodge, or Attack Speed card needs one more check because its effective return depends on the current raw statistic. Critical Chance also depends on how much room remains to its raw maximum.
Use the Military Training reference
Open the complete card set. Search by card or statistic, then narrow by purpose, Team or Survivor scope, and mode. Every result shows all four quality values without requiring JavaScript to reveal the default list.
Select one result to see its official statistic description, allocation, mode list, four quality values, and result rule. Set that card’s quality, target, and current raw statistic to preview its result. The page address stores the filters and open card. Reset filters to return to the full current set.
FAQ
Is Military Training permanent?
The Team Rank 2 unlock is permanent. The stat cards are run-scoped.
How many Military Training Points make one choice?
The normal requirement is 4. lowers it to 3.
How many cards appear on the choice screen?
The screen has 4 slots.
Does a Survivor card help the rest of the squad?
Yes. The chosen Survivor receives 100% of the printed bonus, and each other Survivor receives 50%. Infinite Survivor options give every Survivor the full Infinite amount.
Why was the displayed gain smaller than the card value?
The card adds a raw amount. Area, Duration, Cooldown Reduction, Critical Chance, Dodge Chance, and Weapon Attack Speed convert that raw change through a special result rule. Existing raw bonuses can place the statistic farther along the curve before the new card is added.
Does Luck change Military Training quality?
Yes. Luck shifts the Common, Rare, and Legendary weight pool. It does not guarantee a quality or change the card target.
Can the same Infinite option disappear after repeated picks?
No. Its pool weight falls by one copy per pick from 5 to 1, then stays at that floor.