Cap is a TMF captain specializing in command, leadership, and morale. He is armed with a handgun and a combat knife and dressed in a black full-body, bulletproof armor suit, a black gas mask with red lenses, and a red beret with a yellow trim.
Cap is a TMF captain specializing in command, leadership, and morale. He is armed with a handgun and a combat knife and dressed in a black full-body, bulletproof armor suit, a black gas mask with red lenses, and a red beret with a yellow trim.
Coach is Cap's first exclusive skin. He is armed with a handgun and a combat knife, and dressed in a gray T-shirt with a maroon emblem, maroon pants, a brown duty belt, a clear full-face gas mask, and a maroon baseball cap with a yellow letter H logo.
Coach has a different shooting, melee, and moving animation.
He can be obtained by purchasing the TMF Pack alongside Flamethrower, Soldier and Swat for 925 money.
Cap is a ranged Support, who is mainly used for his utility abilities. He has average stats for ranged supports, with the exception of moderately long preparation time, and extremely high courage cost.
Cap fires his pistol at a fast rate up to 10 times before performing a very fast reload. If an enemy suddenly comes in front of him or gets too close to it while out of ammo, Cap will do a quick melee attack.
Upon detection of an uninspired unit, Cap will apply the respective buff to them and all other unaffected units present on the field. He is unable to attack while using this ability, and can't inspire himself, only granting the buff to other units. Cap will not use his ability if there are no possible targets around or if all other units are inspired. He will also stop using it after the mission's countdown ends.
Cap is immune to poison, and has 90% resistance to bullet damage, along with light resistance to knockback. Cap will not turn into a zombie when killed.
Cap's special ability increases the size of all ranged units' magazines by an equivalent of one extra clip, virtually doubling it. For example, Pepper will be able to fire 20 bullets instead of 10. Builder Abby, Dr. Norman, and Flamethrower will double their burst fire periods as well.
The extra clip is provided together with the inspiration buff. Because of this, Cap becomes able to activate his ability even if all units on the battlefield are already inspired: if there are any ranged units without the extra clip, he will use his ability. The clip extension is provided immediately after the unit gets inspired, even if they are in the middle of shooting.
This buff is capped: it cannot allow units to hold more than 60 bullets in their chamber. For example, Abby should be able to fire 96 bullets thanks to this power, but because of the hard limit she will only be able to fire 60. Because of the cap, Turret is unable to benefit from this power as it has a 60+ clip by default.
The effect stacks with both Police's tier 1 power, and the SA of Gunslinger, but the 60 bullet limit will apply to them as well.
Andrea receives no benefit from this ability, as she doesn't perform reloads. However, it will disrupt her synergy with the
Bracelet, making it activate only on every 2nd shot instead of being constantly active.
This ability significantly improves Cap's performance as a support, since it gives players better reasons to bring him along other than applying inspiration. The buff is especially notable in context of Cap's teams, as units like Swat and Farmer have fairly low clip sizes for their classes. That said, it can act as a double-edged sword, as it guarantees that Cap will activate his ability when any ranged unit appears on the battlefield, meaning that he makes himself vulnerable more often.
Cap is a great support thanks to his Inspiration perk, which he uses limitlessly. Because of how beneficial the buff is, he can potentially fix, or at least alleviate some units' detrimental issues, the most noticeable ones being Private Rodriguez's poor reaction time, and Flamethrower's abysmal movement speed. Cap also has a decent defense, thanks to his relatively fast fire rate, quick reload, and resistances.
However, as Cap is a support unit, he does not work on his own. As such, Cap will find himself fairly vulnerable to dangerous and fast enemies if he is alone, especially if he was sent out first without any more courage left to use on other units. This issue only becomes more prominent in the late game progress due to the presence of Insectoid. As such, having a good setup of other units is essential to maximizing Cap's value, as he will be able to boost them consistently and enjoy their protection.
Cap is very non-versatile though, even for a support unit. He has no knockback or self protection, such as Pepper or Medic, his preparation time is lackluster at best, and the units he actually benefits don't entirely need his support in the first place, and many units are still lackluster even when put in combination with Cap. Still, in certain team combinations, he can excel tremendously in the midgame.
In League, on paper, Cap is a very good choice thanks to his bullet resistance and inspiration perk which he uses at the very beginning of the fight. Since he must go through the whole animation of him boosting his team, it's recommended that he's placed somewhere safe, preferably in the tiles furthest from enemy units, for him to apply the buff without being cut off short. Although he gives all his teammates a great advantage in combat and has decent DPS himself, he remains vulnerable against bullet-resistant enemy melee units. His very high courage cost can seriously hinder team compositions. It should be mentioned that most widely used units in this mode can perform just as well without the buff, while most mediocre units fail to get the most out of it, making his perk just an additional bonus at best in some cases. He gets most use out of decks centering around a TMF 3/3 synergy, as it can partially make up for his high cost for adding a random TMF to the roster.
At level 30, Pepper can unlock her special ability which is very similar to Cap's perk, as it also allows her to inspire everyone on the field. However, she can only use it once as opposed to Cap who can use it an unlimited amount of times as needed. Despite this, Pepper can be used in the same situations where Cap would be in, be it the main game or other game modes, mainly Skirmish.
Thanks to Cap's moderately fast firerate, offensive sets are a good choice for him. Since he is a pistol user,
Hunter proves to be the best option. In case you want to focus on his supportive role,
Chef is one of the better options, as it accentuates Cap's role as a whole team buffer.
Like the majority of ranged units, Cap benefits most from flat buffs to health and damage, with +% health books as the best option. Prep. time watches benefit him most, with agility best pursued through extra buffs. Pursuing cost reduction is always appreciated for him, but in the long run it only makes a small difference even if you manage to provide him with -7 to -8 reduction, so it's not recommended to sacrifice other stats in its favor.
Rubik's Cube has an overall great effect on Cap, specifically to keep his low HP up during a battle. Since his magazine can also be ran out relatively quickly and can be used as a strategy upon wasting a single bullet just to reload again, he can get up to max HP relatively quickly and efficiently.
Cap, along with his respective skin, is a part of multiple teams: TMF, College, and Marines.
| Skin | Sprite | Team | Unlock Req. |
|---|---|---|---|
| Cap | Available when unit is obtained | ||
| Coach | 300 5000 | ||
| Commander | 50 (Shards Shop) |
In all of the above teams, Cap is a good choice as long as other ranged units are present.
Among all his teams, Ranger and Dale have the best interactions with Cap. All other units, melee or otherwise, still do benefit greatly from Cap being on the field with them.
Ranger is in 2 of the same teams Cap is in, and his SA provides a lot of utility. The increase in magazine size can allow Ranger to more effectively knock enemies back since he won't reload as often.
In TMF, Cap serves an important part of the team. He buffs Soldier, Flamethrower, and Willy all greatly benefit from the speed increase the inspiration buff provides, Willy also greatly benefits from the magazine increase Cap can provide.
In College, Cap boost is greatly helpful, especially for Dale since his critical hits consume 2 shells instead of 1. By increasing his magazine size to 4, he is able to continue attacking if any enemies are still alive within his range.
| Units | |
|---|---|
| Base game | |
| Humans | Redneck • Farmer • Builder • Mechanic • Pepper • Firefighter • Chopper • Gunslinger • Glenn • Policeman Diaz • Grenadier • Sheriff Charlotte • Private Rodriguez • Sniper Polina • Welder • Carlos • Guard • Carol • Medic • Ranger • Willy • Sonya • Juggernaut • Builder Abby • Lionheart • Light Soldier • Paramedic Nancy • Rogue |
| Inanimate | Empty Barrel • Medkit • Red Barrel • Molotov Cocktail • Generator • Nitrogen • Turret |
| Plot | Sheriff Bill • Minor Characters |
| Premium | |
| TMF | Flamethrower • Soldier • Cap • Swat |
| Circus | Berserker • Saw • Queen |
| Scientists | Dr. Miller • Dr. Kane • Dr. Norman • Drone |
| Other | Jailer • SpecOps • Austin • Agents • Hero |
| Event | |
| Halloween | Turbo • Andrea |
| Christmas | Lester • Cashier • Red Hood • Maria |
| Escort | Princess |