Military Training cards
Updated
Full Release 1.0 has 19 Military Training cards. Search or filter the set, then open one current offer to check its quality, target, and result.
Chem-Light BatteryA percentage which will be cut from the cooldown of most abilities. The higher this value is, the better.
Ability. Chosen Survivor.
A percentage which will be cut from the cooldown of most abilities. The higher this value is, the better.
Ability. Chosen Survivor.
- Allocation
- Full bonus for the chosen Survivor and half for every other Survivor.
- Result rule
- Diminishing returns begin at 25% raw cooldown reduction.
- Available modes
- Default, Endurance, Hardcore, Extermination, One hit, Infinite, Boss Rush
Quality values
- Common
- +10%
- Rare
- +20%
- Legendary
- +30%
- Infinite
- +5%
UAV SystemPercentage that determines the chance of most abilities to critical hit. Passive and attack-enhancing abilities cannot crit.
Ability. Chosen Survivor.
Percentage that determines the chance of most abilities to critical hit. Passive and attack-enhancing abilities cannot crit.
Ability. Chosen Survivor.
- Allocation
- Full bonus for the chosen Survivor and half for every other Survivor.
- Result rule
- The gain uses the remaining room before 100% raw Critical Chance.
- Available modes
- Default, Endurance, Hardcore, Extermination, One hit, Infinite, Boss Rush
Quality values
- Common
- +5%
- Rare
- +10%
- Legendary
- +25%
- Infinite
- +2.5%
Siege EnginesDetermines the amount of bonus damage an ability's critical hit will deal.
Ability. Chosen Survivor.
Determines the amount of bonus damage an ability's critical hit will deal.
Ability. Chosen Survivor.
- Allocation
- Full bonus for the chosen Survivor and half for every other Survivor.
- Result rule
- The allocated card value is added directly to the raw statistic.
- Available modes
- Default, Endurance, Hardcore, Extermination, One hit, Infinite
Quality values
- Common
- +20%
- Rare
- +40%
- Legendary
- +80%
- Infinite
- +10%
Master BlasterPercentage that determines the damage scaling of most abilities. The higher this value is, the more damage your team's abilities will deal.
Ability. Chosen Survivor.
Percentage that determines the damage scaling of most abilities. The higher this value is, the more damage your team's abilities will deal.
Ability. Chosen Survivor.
- Allocation
- Full bonus for the chosen Survivor and half for every other Survivor.
- Result rule
- The allocated card value is added directly to the raw statistic.
- Available modes
- Default, Endurance, Hardcore, Extermination, One hit, Infinite
Quality values
- Common
- +10%
- Rare
- +20%
- Legendary
- +40%
- Infinite
- +5%
Energy AwarenessModifies the duration of abilities that have timers tied to their active status.
Ability. Chosen Survivor.
Modifies the duration of abilities that have timers tied to their active status.
Ability. Chosen Survivor.
- Allocation
- Full bonus for the chosen Survivor and half for every other Survivor.
- Result rule
- Diminishing returns begin at 125% raw Ability duration.
- Available modes
- Default, Endurance, Hardcore, Extermination, One hit, Infinite
Quality values
- Common
- +10%
- Rare
- +20%
- Legendary
- +30%
- Infinite
- +5%
Zone of ActionModifies the range and/or size of abilities that scale with this stat. This may also apply to their projectiles.
Ability. Chosen Survivor.
Modifies the range and/or size of abilities that scale with this stat. This may also apply to their projectiles.
Ability. Chosen Survivor.
- Allocation
- Full bonus for the chosen Survivor and half for every other Survivor.
- Result rule
- Diminishing returns begin at 125% raw Ability area.
- Available modes
- Default, Endurance, Hardcore, Extermination, One hit, Infinite, Boss Rush
Quality values
- Common
- +10%
- Rare
- +20%
- Legendary
- +30%
- Infinite
- +2.5%
Kevlar PlatingDamage reduction bonus that activates every time your team takes damage. The value in parentheses indicates the damage received multiplier. For example, 100 armor reduces damage by half (0.50).
Defense. Team.
Damage reduction bonus that activates every time your team takes damage. The value in parentheses indicates the damage received multiplier. For example, 100 armor reduces damage by half (0.50).
Defense. Team.
- Allocation
- Applied once to the Team statistic.
- Result rule
- The allocated card value is added directly to the raw statistic.
- Available modes
- Default, Endurance, Hardcore, Extermination, Infinite
Quality values
- Common
- +10
- Rare
- +20
- Legendary
- +40
- Infinite
- +5
Evasive ManeuversDetermines a chance of completely evading the incoming damage. When it triggers, you receive 0 damage.
Defense. Team.
Determines a chance of completely evading the incoming damage. When it triggers, you receive 0 damage.
Defense. Team.
- Allocation
- Applied once to the Team statistic.
- Result rule
- Diminishing returns begin at 40% raw Dodge Chance.
- Available modes
- Default, Endurance, Hardcore, Extermination, Infinite
Quality values
- Common
- +2.5%
- Rare
- +5%
- Legendary
- +10%
- Infinite
- +1%
First AidA statistic that is a measure of the rate at which health is naturally restored.
Defense. Team.
A statistic that is a measure of the rate at which health is naturally restored.
Defense. Team.
- Allocation
- Applied once to the Team statistic.
- Result rule
- The allocated card value is added directly to the raw statistic.
- Available modes
- Default, Endurance, Hardcore, Extermination, Infinite
Quality values
- Common
- +3/s
- Rare
- +6/s
- Legendary
- +10/s
- Infinite
- +1/s
Dear JohnDoes so many different things, we're not sure which. Most likely increases the amount of pick-up type enemy drops and the rarity of military training cards.
Utility. Team.
Does so many different things, we're not sure which. Most likely increases the amount of pick-up type enemy drops and the rarity of military training cards.
Utility. Team.
- Allocation
- Applied once to the Team statistic.
- Result rule
- The allocated card value is added directly to the raw statistic.
- Available modes
- Default, Endurance, Hardcore, One hit, Infinite
Quality values
- Common
- +5
- Rare
- +10
- Legendary
- +20
- Infinite
- +2
Magnet MountModifies the base distance at which dropped power-ups and experience gems are collected.
Utility. Team.
Modifies the base distance at which dropped power-ups and experience gems are collected.
Utility. Team.
- Allocation
- Applied once to the Team statistic.
- Result rule
- The allocated card value is added directly to the raw statistic.
- Available modes
- Default, Endurance, Hardcore, One hit, Infinite
Quality values
- Common
- +20%
- Rare
- +40%
- Legendary
- +80%
- Infinite
- +10%
Snake EaterThe maximal amount of Health Points (HP) you are able to have at a given point in time.
Defense. Team.
The maximal amount of Health Points (HP) you are able to have at a given point in time.
Defense. Team.
- Allocation
- Applied once to the Team statistic.
- Result rule
- The allocated card value is added directly to the raw statistic.
- Available modes
- Default, Endurance, Hardcore, Extermination, Infinite
Quality values
- Common
- +50
- Rare
- +100
- Legendary
- +250
- Infinite
- +25
Fast MoverA modifier that changes the base speed with which player-controlled characters can move across terrain.
Movement. Team.
A modifier that changes the base speed with which player-controlled characters can move across terrain.
Movement. Team.
- Allocation
- Applied once to the Team statistic.
- Result rule
- The allocated card value is added directly to the raw statistic.
- Available modes
- Default, Endurance, Hardcore, Extermination, One hit, Infinite
Quality values
- Common
- +5
- Rare
- +10
- Legendary
- +25
- Infinite
- +2
Sleight Of HandA percentage which will be cut from the reload time (cooldown) of most weapons. The higher this value is, the better.
Weapon. Chosen Survivor.
A percentage which will be cut from the reload time (cooldown) of most weapons. The higher this value is, the better.
Weapon. Chosen Survivor.
- Allocation
- Full bonus for the chosen Survivor and half for every other Survivor.
- Result rule
- Diminishing returns begin at 25% raw cooldown reduction.
- Available modes
- Default, Endurance, Hardcore, Extermination, One hit, Infinite
Quality values
- Common
- +10%
- Rare
- +20%
- Legendary
- +30%
- Infinite
- +5%
Armor PiercingPercentage that determines the chance of a critical hit with the main weapons and their evolutions.
Weapon. Chosen Survivor.
Percentage that determines the chance of a critical hit with the main weapons and their evolutions.
Weapon. Chosen Survivor.
- Allocation
- Full bonus for the chosen Survivor and half for every other Survivor.
- Result rule
- The gain uses the remaining room before 100% raw Critical Chance.
- Available modes
- Default, Endurance, Hardcore, Extermination, One hit, Infinite
Quality values
- Common
- +5%
- Rare
- +10%
- Legendary
- +25%
- Infinite
- +2.5%
Stopping PowerDetermines the amount of bonus damage a weapon's critical hit will deal.
Weapon. Chosen Survivor.
Determines the amount of bonus damage a weapon's critical hit will deal.
Weapon. Chosen Survivor.
- Allocation
- Full bonus for the chosen Survivor and half for every other Survivor.
- Result rule
- The allocated card value is added directly to the raw statistic.
- Available modes
- Default, Endurance, Hardcore, Extermination, One hit, Infinite
Quality values
- Common
- +20%
- Rare
- +40%
- Legendary
- +80%
- Infinite
- +10%
Max PainPercentage that determines the damage scaling of Survivor's main weapons and their evolutions.
Weapon. Chosen Survivor.
Percentage that determines the damage scaling of Survivor's main weapons and their evolutions.
Weapon. Chosen Survivor.
- Allocation
- Full bonus for the chosen Survivor and half for every other Survivor.
- Result rule
- The allocated card value is added directly to the raw statistic.
- Available modes
- Default, Endurance, Hardcore, Extermination, One hit, Infinite
Quality values
- Common
- +10%
- Rare
- +20%
- Legendary
- +40%
- Infinite
- +5%
Rapid FirePercentage value that modifies the attack speed of most weapons. The higher this number is, the better.
Weapon. Chosen Survivor.
Percentage value that modifies the attack speed of most weapons. The higher this number is, the better.
Weapon. Chosen Survivor.
- Allocation
- Full bonus for the chosen Survivor and half for every other Survivor.
- Result rule
- Diminishing returns begin at 200% raw Weapon Attack Speed.
- Available modes
- Default, Endurance, Hardcore, Extermination, One hit, Infinite
Quality values
- Common
- +10%
- Rare
- +20%
- Legendary
- +30%
- Infinite
- +5%
Showing 18 of 19 cards.