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10 standard cards can be chosen to make a deck and each Mastermind gains access to cards at their own unique progression.
During gameplay[]
During gameplay, 4 cards are drawn randomly and a new card instantly replaces the used card. When a Creature or Trap card is used, the player will be prompted to place it in the environment. When a Gun card is used, the player will instead control the camera they were on as a first person turret.
When a Mastermind gains a special card from protecting a Supply Zombie, the card will be added once they use another card.
When Ultimate skill is available, it is presented as an available "5th card" and otherwise doesn't affect the rest of deck other than being how the player selects it.
List of cards[]
Cards are divided into 5 types, "Creature", "Trap", "Firearms", "Effect", and "Mod". Each type functions a specific way and are the determinant for if a certain Skills and Equipment affect them. As a secondary type, Alex uniquely boosts the effects "Infection" related cards. Cards that are strengthened by the Mastermind's abilities will be indicated by them glowing.
Deck cards[]
These cards are selected for building the player's 10 card deck.
Items with (C) were added with the Cosmetic update on July 09, 2020.
Items with (U) were added with the Uptown update on August 5, 2020.
Items with (O) were added with the October update on October 1, 2020.
Creatures[]
Preview
Name
Description
Bio Energy cost
Notes
Crawling Zombie
Spawns a zombie that is missing the lower half of its body. (controllable)
0
Unlocked by default.
Zombie
Spawns a zombie. (controllable)
2
Unlocked by default.
Zombie (2) (C)
Spawns 2 zombies. (controllable)
3
Unlocked by reaching Rank ? with Annette.
Zombie - Infectious
Spawns a zombie that emits infectious gas. (controllable)
3
Unlocked by default.
Imposter Zombie (C)
Spawns a zombie that mimics the behavior of controlled zombies. (controllable)
3
Unlocked by reaching Rank 11 with Daniel.
V-ACT Zombie (O)
Spawns a zombie buffed with Berserker, Regen, Energy Leech, and Infection. Interrupts Bio Energy recharge for a short duration.
1
Unlocked by reaching Rank ? with ?.
Supply Zombie (O)
Spawns a Supply Zombie that is immediately marked on the Survivors' map. (controllable)
3
Unlocked by reaching Rank 16 with Spencer.
Tough Zombie
Spawns a physically imposing zombie. (controllable)
4
Unlocked by default.
Tough Zombie - Infectious
Spawns a physically imposing zombie that emits infectious gas. (controllable)
5
Unlocked by reaching Rank ? with Alex.
Detonator
Spawns a zombie that can self-destruct. (controllable) Unlocks in Area 3.
3
Unlocked by reaching Rank ? with Annette.
Detonator - Infectious (C)
Spawns an infectious Detonator zombie. (controllable)
4
Unlocked by reaching Rank ? with Alex.
Dealer
Spawns a Dealer zombie that can steal Umbrella Credits from Survivors. (controllable)
3
Unlocked by reaching Rank ? with Daniel.
Jester
Spawns a zombie that has the ability to paralyze Survivors with its shrieks. (controllable)
4
Unlocked by reaching Rank ? with Daniel.
Partially Armored Zombie
Spawns a partially-armored zombie. (controllable)
4
Unlocked by default.
Zombie Dog
Spawns an agile zombie dog.
2
Unlocked by default.
Licker
Spawns a deadly and highly agile Licker.
7
Unlocked by reaching Rank ? with Annette.
Ne-α (O)
Spawns a Ne-α that has an auto targeting ranged attack. (controllable)
4
Unlocked by reaching Rank ? with ?.
Ne-α - Infectious (O)
Spawns a Ne-α that has an auto targeting ranged attack and emits infectious gas. (controllable)
5
Unlocked by reaching Rank ? with ?.
More information:
Dealers and Jesters have the same health as the regular zombie.
Dealers can steal 40 Umbrella Credits per grab.
Jester can stun for 4seconds.
You can follow-up Jester's scream for a 2nd time after an uncontrollable one used it, but it won't affect stunned survivors if you initiate it before they completely recover from their animation.
Imposter Zombie imitates a controlled zombie's behaviour; it's faster, more aggressive, it has the same slashing animation except for using it only once, it has the red eyes and the Mastermind name above it.
Traps[]
Image
Name
Description
Bio Energy cost
Notes
Landmine
Places a trap that will explode when triggered.
2
Unlocked by default.
High Explosive Landmine
Places a trap that will cause a powerful explosion when triggered.
4
Unlocked by default.
Shock Trap (O)
Places a trap that shocks nearby Survivors when triggered. Causes temporary paralysis.
3
Unlocked by reaching Rank ? with ?.
Tracker Mine
Places a trap that tracks nearby Survivor when triggered and increases damage dealt to them.
1
Unlocked by default.
Leghold Trap
Places a trap that holds Survivors in place. It will take them some time to break free.
3
Unlocked by default.
Leghold Trap (3) (C)
Places 3 Leghold Traps that hold Survivors in place.
4
Unlocked by reaching Rank ? with Nikolai.
Lockdown Trap
Places a trap that will cause all nearby doors to become locked when triggered.
2
Unlocked by reaching Rank ? with Daniel.
Airburst Trap (C)
Places a trap that emits powerful bursts of air that push both Survivors and creatures away.
3
Unlocked by reaching Rank 10 with Spencer.
Flashbang Mine (O)
Places a trap that emits a blinding flash when triggered. Temporarily blinds nearby Survivors and blurs their vision afterwards.
4
Unlocked by reaching Rank ? with ?.
Decoy (O)
Places a harmless trap to trick Survivors.
1
Unlocked by reaching Rank ? with ?.
More information:
Tracker Mine apply the Tracked effect on survivors which will increase the damage received by 20%.
Landmine has a base damage of 300 and High Explosive Landmine has 500.
Firearms[]
Image
Name
Description
Bio Energy cost
Notes
Rifle
Equips a security camera with a Rifle.
2
Unlocked by default.
High Caliber Rifle
Equips a security camera with a powerful Rifle.
4
Unlocked by reaching Rank 6 with Spencer.
Machine Gun
Equips a security camera with a Machine Gun.
4
Unlocked by default.
Turret - Rifle
Turns a camera into a sentry that automatically fires on targets with a Rifle.
4
Unlocked by default.
Air Cannon
Equips a weapon that shoots powerful bursts of compressed air that knocks back Survivors.
2
Unlocked by reaching Rank ? with Nikolai.
Immobilizing Rounds
Equips a launcher that can immobilize Survivors with webbing.
3
Unlocked by reaching Rank ? with Alex.
Energy Leech Rifle (O)
Equips a rifle that deals a small amount of damage and recharges Bio Energy.
1
Unlocked by reaching Rank ? with ?.
Enhancer - Berserker
Equips a launcher which fires darts that cause creatures to go berserk.
1
Unlocked by default.
Enhancer - Regen
Equips a launcher which fires darts that grant creatures regenerative abilities.
1
Unlocked by reaching Rank ? with Daniel.
Enhancer - Infection
Equips a launcher which fires darts that make creatures infectious.
1
Unlocked by default.
Enhancer - Energy Leech
Equips a launcher which fires darts that grant creatures the ability to absorb Bio Energy.
1
Unlocked by reaching Rank 4 with Spencer.
Enhancer - Invincible (O)
Equips a launcher which fires darts that grant creatures temporary invincibility.
2
Unlocked by reaching Rank ? with ?.
Fortifying Anchor (C)
Deploys a device which projects energy tethers to nearby creatures, decreasing damage taken. Lasts until disabled.
2
Unlocked by reaching Rank ? with Nikolai.
Reclamation Anchor (O)
Deploys a device which projects energy tethers to nearby creatures, recharging Bio Energy if they are killed. Lasts until disabled.
1
Unlocked by reaching Rank ? with ?.
More information:
The gun type skill cards have a duration of 1 minute while the rest has 3O seconds.
Rifle has 6 bullets, High Caliber Rifle has 5 bullets, Machine Gun has 50 bullets and the rest have all 1 bullet each.
Rifle deals 200 damage, High Caliber Rifle deals 300 damage and Machine Gun deals 50 damage. Note: High Caliber Rifle used to deal 320 before the June 12th update.
Turrets have lower damage after the August 5th update, Rifle deals 160 damage, High Caliber Rifle deals 240 and Machine Gun deals 40 damage.
Fortifying Anchor gives a 50% damage reduction. Stays up for 1 minute.
Effect[]
Image
Name
Description
Bio Energy cost
Notes
Discount
Slightly lowers the cost of skills used through this camera for a short period.
2
Unlocked by default.
Clone
Copies the last card you used, but increases the cost by 1.
X
Unlocked by default.
Quick Draw
Discards all non-mod cards and draws new ones.
1
Unlocked by default.
Electromagnetic Shield
Removes all damage from this camera and temporarily protects it from being tampered with.
2
Unlocked by default.
Remove Limiter (O)
Immediately decreases Ultimate Skill cooldown by a certain amount. Interrupts Bio Energy recharge for a long duration.
3
Unlocked by reaching Rank ? with ?.
Energy Booster - Creatures
Lowers the cost of Creature Cards currently in your hand by 2.
2
Unlocked by reaching Rank ? with Annette.
Energy Booster - Traps
Lowers the cost of Trap Cards currently in your hand by 2.
1
Unlocked by reaching Rank ? with Alex.
Energy Booster - Firearms
Lowers the cost of Firearms Cards currently in your hand by 2.
2
Unlocked by reaching Rank ? with Nicholai.
Enhancing Vapor - Berserker (C)
Releases vapor that causes all creatures to go berserk.
2
Unlocked by reaching Rank ? with Annette.
Enhancing Vapor - Regen (C)
Releases vapor that gives all creatures regenerative abilities.
2
Unlocked by reaching Rank 12 with Daniel.
Enhancing Vapor - Infection (C)
Releases vapor that makes all creatures infectious.
2
Unlocked by reaching Rank ? with Alex.
Enhancing Vapor - Energy Leech (C)
Releases vapor that gives all creatures Bio Energy absorbing abilities.
2
Unlocked by reaching Rank ? with Spencer.
Deception (O)
Makes all cameras look as if they are currently being used by the Mastermind.
1
Unlocked by reaching Rank ? with ?.
Umbrella Reserves (O)
When used, this card transforms into a random powerful skill card. Interrupts Bio Energy recharge for a short duration.
3
Unlocked by reaching Rank ? with ?.
Barrier (O)
Raises a protective barrier in place that blocks all Survivor projectiles and firearm attacks except for the flamethrower.
2
Unlocked by reaching Rank ? with ?.
More information:
Discount lowers the cards' cost by 1.
Energy Boosters lowers the cards' cost by 2 for creatures and firearms and by 1 for traps.
Electromagnetic Shield stays up for 10 seconds.
Electromagnetic Shield can counter January's Fever Skills.
Mod[]
Image
Name
Description
Bio Energy cost
Notes
Generator Mod - Small
While in hand, Bio Energy recharge rate is slightly increased.
4
Unlocked by reaching Rank 2 With Spencer.
OS Mod
While in hand, E.I.S. cooldown is slightly decreased.
2
Unlocked by default.
Red Queen Mod
While in hand, E.I.S. activation speed is doubled.
2
Unlocked by reaching Rank ? with Nicholai.
Power Limiter Mod (C)
While in hand, Ultimate Skill cooldown is greatly decreased.
10
Unlocked by reaching Rank ? with Nicholai.
Remote Regen Mod (O)
While in hand, restores a small amount of health to creatures when they are controlled.
4
Unlocked by reaching Rank ? with ?.
Efficiency Mod - Creatures
While in hand, lowers the cost of all Creature Cards by 1.
10
Unlocked by reaching Rank ? with Annette.
Efficiency Mod - Traps
While in hand, lowers the cost of all Trap Cards by 1.
10
Unlocked by reaching Rank ? with Alex.
Efficiency Mod - Firearms
While in hand, lowers the cost of all Firearm Cards by 1.
10
Unlocked by reaching Rank ? with Nicholai.
Viral Mod - Berserker (C)
While in hand, newly spawned creatures will be berserk, but cost will also increase by 1.
8
Unlocked by reaching Rank ? with Annette.
Viral Mod - Regen (C)
While in hand, newly spawned creatures will regenerate health, but cost will also increase by 1.
8
Unlocked by reaching Rank ? with Daniel.
Viral Mod - Infection (C)
While in hand, newly spawned creatures will be infectious, but cost will also increase by 1.
8
Unlocked by reaching Rank ? with Alex.
Viral Mod - Energy Leech (C)
While in hand, newly spawned creatures will have Bio Energy absorbing abilities, but cost will also increase by 1.
8
Unlocked by reaching Rank ? with Spencer.
Shuffle Mod - Partial
While in hand, discard and redraw a random non-Mod Card whenever a card is used.
3
Unlocked by reaching Rank 8 with Spencer.
Converter Mod - Creatures (U)
While in hand, using Creature Cards will lower the cost of this mod. Using this mod will add a Ivy card to your hand.
18
Unlocked by reaching Rank ? with ?.
Converter Mod - Traps (U)
While in hand, using Trap Cards will lower the cost of this mod. Using this mod will add a Teleportation Trap card to your hand.
18
Unlocked by reaching Rank ? with ?.
Converter Mod - Firearms (U)
While in hand, using Firearms Cards will lower the cost of this mod. Using this mod will add a Grenade Launcher card to your hand.
18
Unlocked by reaching Rank ? with ?.
More information:
Power Limiter Mod reduce an ultimate's cooldown by 21%.
Converter Mods decrease by the cost of each card used of the same category as the mod. It can go as low as the cost of 1.
Exclusive Cards[]
The following cards are unique to specific Masterminds and will be added to their possible draws in Areas 2 then 3. Two initial ones are available by default and each has an alternative unlocked at a certain rank.
The alternative cards are unlocked individually by each Mastermind with the Area 2 being unlocked at Rank 9, and the Area 3 unlocked at Rank 19.
Image
Name
Description
Bio Energy cost
Notes
Annette
Zombie Dogs (3)
Spawns 3 agile zombie dogs. Unlocks in Area 2.
4
Area 2 default
Tough Zombie - Berserker Aura
Spawns a Tough Zombie with a berserker aura that shares its buff effects. (controllable) Unlocks in Area 2
4
Area 2 alternative
Enhancing Vapor - Healing (C)
Releases vapor that instantly restores the HP of all creatures.
2
Area 2 alternative
Ambush (O)
Spawns a zombie without expending any Bio Energy. (controllable)
0
Area 2 alternative
Detonator (2)
Spawns 2 zombies that can self-destruct. (controllable) Unlocks in Area 3.
4
Area 3 default
Concentrated Enhancer
Equips a launcher that buffs creatures with all Enhancer effects. Unlocks in Area 3.
Spawns a Licker with a regenerative aura that shares its buff effects.
5
Area 3 alternative
Daniel
Dealer - Regen
Spawns a regernating Dealer zombie (controllable) Unlocks in Area 2
3
Area 2 default
Detonator - Berserker
Spawns a berserk Detonator zombie. (controllable) Unlocks in Area 2
3
Area 2 alternative
Overclock (C)
Immediately gain some Bio Energy. Interrupts Bio Energy recharge for a short duration.
0
Area 2 alternative
Synchronize Mod
While in hand, up to 4 creatures in view will move in sync with the creature being controlled.
8
Area 2 alternative
Armored Zombie
Spawns a fully-armored zombie that can withstand a large amount of damage. (controllable) Unlocks in Area 3.
5
Area 3 default
Equilibrium Mod
While in hand, Bio Energy recharge rate increases according to the cost of the other cards in your hand. Unlocks in Area 3.
3
Area 3 alternative
Caltrops (C)
Places Caltrops across the floor. Survivors who run in this area continuously take damage. Max 1 at a time.
2
Area 3 alternative
Remote Shell (O)
Spawns a zombie with all creature buff effects and greatly increased attack power and health. Does not act unless controlled. Cannot be killed while inactive.
2
Area 3 alternative
Alex
Virus Mine
Places a trap that infects Survivors. Unlocks in Area 2.
3
Area 2 default
Landmine (3)
Places 3 explosives traps. Unlocks in Area 2.
3
Area 2 alternative
Detonator - Camouflaged (C)
Spawns a camouflaged Detonator zombie. (controllable)
3
Area 2 alternative
Contagion
Makes infected Survivors vomit. This deals damage, but also lowers their Infection Rate. Damage dealt scales with Infection Rate, but will not defeat Survivors.
2
Area 2 alternative
Efficiency Mod - Infection
While in hand, reduces the cost of all infection-related cards by 3. Unlocks in Area 3.
3
Area 3 default
Jester - Camouflaged
Spawns a camouflaged Jester zombie. (controllable) Unlocks in Area 3.
4
Area 3 alternative
Machine Gun - Infection (C)
Equips a Machine Gun that increases the infection level of Survivors hit.
3
Area 3 alternative
Detonator Mod
While in hand, all explosive traps detonate immediately after being spawned.
5
Area 3 alternative
Spencer
Advanced OS Mod
While in hand, E.I.S. cooldown is greatly decreased when you have 6 or more units of Bio Energy. Unlocks in Area 2.
3
Area 2 default
Mod Recycler
Immediately converts all mod cards into Bio Energy. Unlocks in Area 2.
1
Area 2 alternative
Invulnerability Anchor (C)
Deploys a device which projects energy tethers to nearby creatures, granting them temporary invincibility. Lasts until disabled.
3
Area 2 alternative
Omniscience
When used, this card transforms into a random Exclusive Card that belongs to another Mastermind.
0
Area 2 alternative
Hypercharge
Moderately lowers the cost of skills used through this camera for a short period. Unlocks in Area 3.
2
Area 3 default
Overcharge Mod
While in hand, Bio Energy recharge rate is greatly increased when you have 6 or more Bio Energy. Unlocks in Area 3.
5
Area 3 alternative
Shuffle Mod - Full (C)
While in hand, discard and redraw all non-Mod Cards in your hand whenever a card is used.
4
Area 3 alternative
Reroute
Switches out the active Bio Core. The cost of this card decreases as fewer Bio Cores remain.
X
Area 3 alternative
Nikolai
Radar Pulse
Activates a Radar Pulse that allows you to track all Survivors.
0
Area 2 default
Turret - High Caliber Rifle
Turns a camera into a sentry that automatically fires on targets with a High Caliber Rifle.
6
Area 2 alternative
Sniper Mod (C)
While in hand, firearms have unlimited duration. Ammo limits still apply.
4
Area 2 alternative
Auto Shield Mod
While in hand, newly equipped on-camera weapons will gain an electromagnetic shield for a set duration.
6
Area 2 alternative
Reinforced Leghold Trap
Places a Leghold Trap that is tougher to break out of than normal ones.
4
Area 3 default
Turret - Machine Gun
Turns a camera into a sentry that automatically fires on targets with a Light Machine Gun.
6
Area 3 alternative
AP - Gator (C)
Equips a special armor-piercing gun that deals major damage.
6
Area 3 alternative
Tactical Shields
All cameras gain an electromagnetic shield. Interrupts Bio Energy recharge for a set duration.
0
Area 3 alternative
More information:
Annette:
Healing Enhancing Vapor fully heals all creatures.
Daniel:
Overclock gives you 3 Bio Energy but stops your recovery for the duration of 2 Bio Energy (10 seconds).
Caltrops do around 150 damage and -1sec per hit. You can walk on them without harm. Military Grade Explosives equipments affect them. They won't disappear and can't be removed.
Alex:
Infectious Machine Gun can reach a survivor level 1 of infection with 7~9 bullets. And it does 25 damage per bullet after the August 5th update.
Spencer:
Mod Recycler discards each Mod card for 1 Bio Energy.
Invulnerability Anchor has a small area of effect. The camera acts as a turret, as the source of the effect. Stays up for 1 minute.
Hypercharge lowers the cost of cards by 3 for 15 seconds.
Hypercharge can counter January's Interference Fever Skill.
Nikolai:
AP - Gator does 800 damage and has 1 bullet.
Supply Zombie skill cards[]
The following are given to the Mastermind at random when the Survivors do not kill the Supply Zombie. These cards do not cost any Bio Energy.
Image
Name
Description
Type
Ivy
Spawns a dangerous plant-type zombie that can only be killed with fire.
Creature
Teleportation Trap (C)
Places a trap that teleports Survivors back to the start of the area.
Trap
Grenade Launcher
Equips a security camera with a Grenade Launcher that inflicts wide area damage.
Firearms
Blinding Flash
Emits a strong flash that temporarily blinds Survivors and blurs their vision.
Effect
Generator Mod - Large
While in hand, Bio Energy recharge rate is greatly increased.
Mod
More information:
Grenade Launcher deals a base damage of 500.
Ultimate Skill[]
All Ultimate Skills are unlocked by default.
Preview
Name
Description
Mastermind
Bioweapon: G-Birkin
Take control of the G-Birkin bioweapon, and hunt down Survivors.
The default cooldown for an ultimate is 7 minutes.
Birkin:
Birkin's rage duration lasts for 30 seconds.
Wide Swing does 300 damage, 600 when enraged.
Impact Slam does 300 damage, 350 when enraged.
Overkill can do 5 hits before its 9,999 instakill. 12 seconds before the instakill. Damage: 250 (on grab), 300, quick 2x 300, 300, then shortly after it 9,999.
Tyrant:
Pulverize lasts for 7 seconds.
Yateveo:
Yateveo needs to Devour a survivor before being able to self-destruct with the its first skill, while the second gives it a damage boost. It deals 600 damage, 1,000 from the damage boost.