Lab


The Lab is located in the middle of the map and sells a variety of helpful items.

Assistant


The Assistant in the lab stands on the left side near the desk and sells simple items. In addition to the items below he also sells bandages, batteries, and claymores. The cooldown on the batteries is twice as long as the cooldown on the claymores.


  • external image item-recall.jpgRecall Device
  • 110 int, 1000 credits
  • 250 energy to warp you and other adjacent heroes to lab for 20 seconds. 60 second cooldown.
  • The intelligence requirement is irrelevant for adjacent heroes.
  • Having a Recall Device is a good way to avoid trips to the lab to buy antidotes, use the city radiation scanner, or to call an APC.
  • All classes will have sufficient intelligence to use this item by level 34. This item is usable by the Psychologist (level 1), the Medic (level 1), Demolitions (level 13), the Cyborg (level 10), the Tactician (level 1), Tech Ops (level 39-46 depending on rank) and the rest level 34.


  • external image siegeengine.gif Cargo Bot

  • 300 credits, can buy additional upgrades.
  • 300 credits per slot to upgrade cargo space. Holds items. Mostly for Single Player.
  • Note: This unit has no sight radius and cannot be drag selected once out of sight, recommended to put this unit on a hotkey to prevent losing it.
  • Can also purchase a cloaking device for 1,500.
  • This is useful for carrying extra batteries, bandages, revives and other consumables for use during the Nemesis fight.


  • external image improvedbows.gif Antidote

  • Puts target zombie under your control, removes its attack, and will eventually convert into a civilian. This item doesn't always work and will have lower success rate on higher difficulties. Comes in stacks of 10, 12 for Gadgeteer. Healer trait has increased efficiency, fully heal zombies, and reduced conversion time by 25%. Gadgeteer must request antidotes slowly for all of them to appear as 12 stacks. Triage specialization allows this item to always work.
  • This item will always detonate DTNT zombies. It is always ineffective on Super TNT zombies .
  • While this can target non-zombie ground units, such as mutants, dogs and beasts, it will be ineffective.


  • firebolt_copy.jpgFlare Gun

  • 300 credits (can also be found in brown crates)
  • Fires a flare from up to 1000 range to reveal target area for 6 seconds, 50 charges with 2 second cooldown.
  • This item significantly speeds scouting, eliminating the time it takes to enter empty rooms and the need to enter rooms for rads, but it does break cloak when used so be careful when using around mob.


  • external image BTNOrbOfFire.png Grenade Launcher

  • 105 int, 1000 credits
  • 150 energy to launch grenade for 380 damage in a 300 radius, 3 sec cooldown.
  • This item grants Mavericks an effective bonus of two levels in Plasma Grenade while it is held. In addition, the cooldowns of the item and the ability are independent, allowing for unparalleled grenade spamming, but the energy required is immense.
  • For heroes with extra energy, this item can significantly aid with crowd control.


  • Circuit Boards


    • external image BTNGoldRing.gifOrange

    • 120 credits
    • Recipe Item. When used with the skill Gear Mod, it gives the target +1 Base Armor. When used with the skill Robo-Mod, it grants the target +50, +200 or +500 HP depending on whether it is a Robodog, L.A.D. or C.P.U.
    • All circuit boards can be fused into assault droids giving them +1 skill point.
    • Can be used with the Mini MkII for 100 vitality and +1 skill point.
    • Can be used for Watchman's Power Surge ability.


    • ringpurple_copy.jpgPurple

    • 120 credits
    • Recipe Item. When used with the skill Gear Mod, it gives the target +125 Max Energy. When used with the skill Robo-Mod, it grants the target +16% Energy Regeneration.
    • All circuit boards can be fused into assault droids giving them +1 skill point.
    • Can be used with the Mini MkII for +16% (+1 eps) energy regen and +1 skill point.
    • Can be used for Watchman's Power Surge ability.


    • external image ringgreen.gifGreen

    • 120 credits
    • Recipe Item. When used with the skill Gear Mod, it gives the target +8% damage. When used with the skill Robo-Mod, it grants the target increased attack speed.
    • All circuit boards can be fused into assault droids giving them +1 skill point.
    • Can be used with the Mini MkII for 5 agility and +1 skill point.
    • Can be used for Watchman's Power Surge ability.


Scientist

The Scientist sells higher tech items and implants that upgrade a hero without sacrificing an item spot.


  • Top Secret

  • A hero can only hold 1 top secret item in its inventory at a time.


    • external image item-freeze.jpgFreeze Ray

    • 115 int, 1500 credits
    • Freezes target permanently. Drains its health, prevents reanimation, and causes a chill aura. Bosses are only momentarily chilled.
    • Higher intelligence allows this item to be used more efficiently.
    • Drains health at 1% per second.
    • For every point of white or green int over 115, you will be given a 3 mana refund, up to 165 int for 100 energy cost.
    • Gadge, Engi, and Tinkering used to reach the 115 required int do not have a penalty mana cost, but just cost the full 250.
    • This item can help take the place of a priority class.
    • Freezing Charred Mutants takes lives off their reanimation. Freezing SGargs prevents Grotlings from spawning. SGargs on Nightmare are perma-frozen but on Extinction they are only momentarily frozen. Freeze them right before death to prevent the Grotlings. Freezing Beasts prevents beastlings from spawning.
    • Freezing units or bosses will break phero's effect on these units.
    • Freezing a unit attempting to use an ability will stop the use of that ability.
      • Freezing a Tyrant while rockets are in the air will negate any damage or stun by those rockets
      • Freezing an SM trying to super smash will temporarily make him forget what he was about to do.
      • Freezing a Commie walking to revive will stop him from reviving long enough to kill him
      • Freezing a Laser Umb will temporarily stop Group Force Field
    • Removes all buffs from target
      • Removes Brainlust from zombies - extremely important on STNTs
      • Removes Adren, Stim, and Pep Talk from Nemesis and Umbs
    • Freezing a Phased Nem will always result in Nem retaliating with an ability.


    • external image item-shieldcap.jpgShield Capacitor

    • 120 int, 1500 credits
    • Upgrades Nanites to the next level. Decreases movement speed of the user but by less if the user has the Power Armor Specialization. Also increase mana capacity by 250.
    • For later game, make sure that you get your tank one of these to increase their efficiency and lifespan.
    • Cyborgs can integrate a Shield Capacitor using their Goliath Mod skill.
    • Classes that will reach the 120 intelligence necessary to use this item include the Psychologist (level 13), the Medic (level 10), Demolitions (level 37), the Cyborg (level 26), Tech Ops (level 39-46 depending on rank), and the Tactician (level 15).


    • external image item-riot.jpgRiot Shield

    • 130 int, 1500 credits
    • +10 armor. May give additional +10 armor to an allied hero, C.P.U., or Robodog. Immune to injuries from frontal attacks. Also applies to protected allied unit.
    • When fused into an assault droid, it would gain +10 armor aura that affects all adjacent friendly non-mechanical units.
    • Being the target hero of a riot shield does not preclude the riot shield aura from either the LAD or from the Prodigy Strategian. (They stack)
    • Keeping the riot shield on the tank will significantly increase the lifespan of health dependent tanks like the Heavy Ordnance and the Demolitions.
    • Classes that will be able to use this item include The Psychologist (level 25), the Medic (level 20), the Tactician (level 29), and the Cyborg (level 42).


    • manasteal_copy.jpgDroid Remote

    • 135 int 1500 credits
    • Summons a Mini MK II. Must stay close to user.
    • Classes that will have the sufficient intelligence to use this item include the Psychologist (level 31), the Medic (level 25), the Tactician (level 36),and the Cyborg (level 50).
    • Pack Rat trait allows the remote to fuse into the Mini MkII which drains 1eps from the Mini MkII.
    • Due to its short gun range and laser heat, the Mini MkII assists primarily with bosskilling and less so with priority.


  • Implants


  • These are also purchased from the Scientist and increase the hero's stats and attributes without using inventory space, but cost valor instead of credits. Vitality Booster, Reflex Assist, Neuro Implants, and Life Extensions can be found in wooden crates.




    • greenscroll_copy.jpgReflex Assist

    • 4 valor
    • +1 to Agility
    • Usually given to the Covert Sniper.


    • purplescroll_copy.jpgNeuro Implant

    • 5 valor
    • +1 to Intelligence


    • external image manual.gif Life Extension

    • (Only found in a wooden crate, rare)
    • +50 Max HP

    • Life Extension Plus
    • 25 valor
    • +100 Max HP (only 1 for each hero)
    • Usually given to the Tank, or to someone who has died frequently.


    • Skillz_copy.jpgSkillz Implant

    • 15 valor
    • +1 skill point (only 1 for each hero)
    • Useful for heros who are behind on levels or who could most effectively use more points, such as pyros, HOs and Watchmen.
    • Can be implanted twice for a Skilled hero.



    • external image orboffrost.gifMetabolic Synergizer

    • 20 valor
    • +20% Regen (+1.2 eps) (only 1 for each hero)
    • Best used on characters with a high energy demand such as cyborgs and pyros.


    • external image BTNPhilosophersStone.gif Life Extension Plus+

    • 25 valor
    • +100 Max HP (only 1 for each hero)
    • Useful for increasing a tank's durability.
    • Useful for decreasing the aggro draw of fragile character such as the Covert Sniper, or someone who has a decrease hp due to death.


    • external image BTNBoots.gif Hermes

    • 30 valor
    • +30 Move speed (only 1 for each hero)
    • Often bought for scouting characters.
    • Useful on heavy-armor characters who need to remain near the mob, such as Heavy Ordnance, and Pyro.
    • Very useful on a cyborg when kiting, as he will take fewer hits, and also has no Sprint to keep him out of dangerous situations.
    • Also useful for the Quartermaster, usually medic, so they can more easily stay with the group after frequent recalling.