Team Powers
Team powers, also known as synergies, are a special mechanic activated by creating a deck with a certain combination of units. When the required amount of said team's members are used in a deck, their special effect will be activated during a mission. It might positively change the way units function as a whole or grant them a bonus that activates under a condition. Some team powers only affect their respective members while others grant a bonus to an entire deck. A team power's activation is always indicated by a sound cue, and the team's icon below the courage and rage bars will briefly flash. The team's icon also briefly flashes over the recipient or subject of the power's effect.
In general, team powers follow a formula of three tiers:
- The 1st, activated by two units: a non-conditional passive effect;
- The 2nd, activated by three units: an effect that becomes active once three different units from the same team are present on field at once;
- The 3rd, activated by five units: a stronger non-conditional passive effect;
Units that belong to a team have their respective icon in the left corner of their deck portrait. Most units can use skins to get access to a different team. Currently, not every human unit or skin is assigned a team.
Articles related to team powers only provide information about their mechanics. For information about how well they perform, see Team Power Rankings.
Skins

Skins are special cosmetics that change units' team affiliation, as well as their appearance. Players have an option to switch between skins by checking the unit's stats menu and tapping on the arrows.
Majority of the skins can be purchased with either skin tokens (), or green cash (
). They are available at any time in each unit's menu, with only a few exceptions locked behind seasonal offers. Other skins can only be acquired from cases obtainable in annual events.
Some skins are bundled together in packs at a discount. This offer only applies to units that have more than one skin available for use. If a unit only has one skin, then the offer will feature that unit alongside the cosmetic. Such variants are only available if the player doesn't own the advertised unit, and will evaluate said unit in green cash instead of coins.
In general, most purchasable skins are worth 300 / 5,000
. However, Officer Pepper and 1998 are worth 120
/ 2,000
, and Hillbilly is worth 20
.
Team Powers List
The below table provides a list with all existing teams, and their synergies and members.
Some descriptions of bonuses are misleading, or provide an inadequate or incomplete explanation of how the synergy actually works. Additionally, certain powers suffer from bugs and might not function correctly. Please make sure to consult each teams' individual article to get proper understanding of how they work. The below table only lists synergy descriptions provided in-game by developers.
Team | Units | Units req. |
Info |
---|---|---|---|
![]() Emergency |
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2 | Health of all allied units on the battlefield is increased by 15%. |
3 | While there are 3 unique Emergency units on the battlefield, any unit standing in Medkit's range will receive a 50% increase to their damage. | ||
5 | A random Emergency unit comes out for every 6 healed units. | ||
![]() Northerners |
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2 | Northerners are guaranteed to get a critical hit on their next attack after killing an enemy. |
3 | While there are 3 unique Northerners on the battlefield, the first hit of each newly spawned Northerner is guaranteed to be a crit. | ||
5 | When a unit that costs 25 courage or more is summoned, 15% of their price is returned. | ||
![]() College |
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2 | Crit. damage increases by 10% for each 100 points of charisma. |
3 | 3 unique College units on the battlefield. The Charisma of College units is increased by 100% | ||
5 | A random College unit comes out when another College unit kills 5 zombies. Cannot activate more than once per unit | ||
![]() Military |
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2 | Military units at less than 10% of their max health have a 30% chance of ignoring an incoming attack. |
3 | Deploy three unique military units on the battlefield. If two of these units defeated, there’s a chance a SpecOps will parachute in, with a chance of 50%. | ||
5 | Military units cannot be directly attacked by anyone until they attack first with the exception of opposing Military units. | ||
![]() Patriots |
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2 | Molotov Cocktail's fire pool and afterburn do double damage. |
3 | While there are 3 unique Patriots on the battlefield, all fire damage by humans and rage abilities, both direct and afterburn, does double damage. | ||
5 | Patriots get a 15% chance of setting the enemy on fire with any attack they do. | ||
![]() TMF |
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2 | All TMF units have a 50% chance to ignore explosion damage. |
3 | While there are 3 unique TMF units on the battlefield, a random extra TMF unit will be sent out when the next one is called. | ||
5 | When a TMF unit gets summoned, there's a 50% chance for the courage/rage cost of a random unit in the deck to get decreased by 5 points. Limited to 10 activations per battle. | ||
![]() Builders |
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2 | When a Builder unit is summoned, there's a 10% chance a random extra Builder will be sent out with them. |
3 | While there are 3 unique Builders on the battlefield, a random extra Builder will be sent out when the next one is called. | ||
5 | All units in the player's deck deal double damage to the barricade. | ||
![]() IF |
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2 | The Medkit stays 1.5 times longer on the battlefield. |
3 | While there are 3 unique IF units on the battlefield, a Medkit is dropped on a random spot every 25 seconds. | ||
5 | Medkit's healing pulses deal damage equal to its healing power to enemies in its radius. | ||
![]() Mechanic |
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2 | When a Mechanic unit is sent out, the bus gets repaired for 5% of its health. |
3 | While there are 3 unique Mechanics on the battlefield, each newly spawned Mechanic has a 25% chance to spawn a Turret. Whenever Welder comes out, he has a 50% chance to spawn one. | ||
5 | Turret receives two times less damage from overheating. | ||
![]() Jailers |
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2 | All rage abilities get a permanent 30% preparation time reduction. |
3 | While there are 3 unique Jailers on the battlefield, all Jailers have a 25% chance to stun the enemy on a critical melee hit. | ||
5 | All units in the deck get a permanent 30% preparation time reduction. | ||
![]() Psychos |
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2 | There's a 25% chance for a 13 rage pack to spawn when Psychos land a critical hit. |
3 | While there are 3 unique Psychos on the battlefield, any random unit on the battlefield gets a Fury buff applied on them when a rage pack drops. | ||
5 | There's a 10% chance for any enemy to drop a 20 rage pack when killed. | ||
![]() Police |
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2 | Magazine capacity of all units on the battlefield is increased by one base magazine, up to 60. |
3 | While there are 3 unique Police units on the battlefield, all following cops will come out with a shield that is equal to 25% of their maximum health in shield points. | ||
5 | When a Police unit dies, all other Police units currently present get the Fury buff applied on them. | ||
![]() Marines |
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2 | Private Rodriguez never pauses while attacking. |
3 | While there are 3 unique Marines on the battlefield, they and all next spawned team members get their agility set to 100. | ||
5 | All Marines will not pause in between their attacks. | ||
![]() Rednecks |
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2 | There's a 5% chance for a 25 courage pack to spawn whenever a Redneck takes damage. |
3 | While there are 3 unique Rednecks on the battlefield, a random Redneck unit fully restores their health whenever they spawn a courage pack from taking damage. | ||
5 | There's a 25% chance for a 25 courage pack to spawn whenever a Redneck dies. | ||
![]() Scientists |
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2 | The Drone's explosion damage is increased by 100% |
3 | While there are 3 unique Scientists on the battlefield, and a scientist dies, a Drone will appear and attack their killer. | ||
5 | Damage to enemies is increased by 10% for each kill of the same zombie. | ||
![]() Prisoners |
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2 | Melee damage resistance of all Prisoners is increased by 50% |
3 | While there are 3 unique Prisoners on the battlefield, all prisoners get a 50% chance to dodge each enemy's first hit. | ||
5 | N/A |
Non-Synergized Units
Some skins and units do not belong to any team:
Units |
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Notes
- Currently, a developer oversight causes all support items and units created by abilities to be level 0, unless the player has them in their deck. This affects Turrets in Mechanics 3/3, Medkits in IF 3/3, Drones in Scientists 3/3, Builders 2/2 and 3/3, TMF 3/3, College 5/5, and Emergency 5/5.
Trivia
- There was a planned team power called "Xmas" for Christmas Cashier, Christmas Mechanic, and Christmas Welder that was scrapped for unknown reasons.
- College is the only team to have no normal units, being made up entirely of units' alternate skins. This also makes College the most expensive team to acquire in terms of money/skin tokens.
- Northerners contain the most amount of skins/units that cannot be earned under regular means, totaling up to six out of the nine current members.
- Both Worthy and Nurse Hirsch skins for Redneck and Medic respectively, and both Turbo and Andrea can only be earned during the Halloween Event as very rare crate drops.
- Lester can only be earned during the Christmas Event as a very rare crate drop.
- Carol Flannel is a timed-exclusive skin only available for a few days during the US Thanksgiving Holiday.
Game Info | |
---|---|
Main mechanics | Units • Status Effects • Resources • Enemies • Locations • Bus • Van • Daily Gifts • Buffs • Daily Tasks • Weather • Level Data • Star Reward |
Unit Mechanics | Unit Stats • Perks • Special Ability • Team Powers • Mastery • Quotes |
Items | Upgrade Items • Item Data • Collectibles • Skins • Resources |
Modes | Events • Skirmish • Supply Runs • Infected Metro • Endless Bridge |
Trading | Trader • Special Offers • Currencies • Cinema |
Lore | Story • Blue Energy • Factions • Minor Characters |
Media | Cutscenes • Soundtrack • Changelogs |
Legacy | Roulette • Upgrade Items (Legacy) • Military Case • Old Offers |