Choose the online mode before the item list

Use the mode and difficulty plan first when the learning goal, session type, progression need, or accepted death risk is not settled.

For a first co-op Objective run, choose when its Normal offer appears in a Ready slot and you expect to stay close to the squad. Its revive interaction speed is 1.50x, so the same interaction takes 66.67% of its baseline duration. That helps only when another Responder is down and you can reach them. It does not improve your own damage, health, stamina, or carrying capacity.

The default changes when the run changes. Survival has three protection waves, so is the first choice when repeated attack damage is the failure you expect. Solo Practice does not award Credits or experience and does not count toward Online progression. Do not spend a Ready slot choice only to optimize practice. Choose for the next online mode instead.

Choose the mode and team state you expect

Co-op Objective, regrouped

Choose Stayin' Alive first when its Normal offer appears in a Ready slot.

Why: Objective asks the squad to complete objectives and extract alive. Stayin' Alive makes reviving another Responder 1.50x as fast, which reduces the interaction to 66.67% of its baseline duration.

Cost: The skill changes revive interaction speed only. It gives no direct benefit while you are alone or while no teammate is down.

Co-op Objective, likely separated

Choose Sturdy Body instead when you are likely to be separated or taking the hits yourself.

Why: This changes the default because a revive-speed modifier cannot help while you are alone or too far from a downed teammate.

Cost: You give up Stayin' Alive's faster revive interaction when you do reach another Responder.

Survival, holding the speaker

Choose Sturdy Body first when its Normal offer appears in a Ready slot.

Why: Survival has 3 waves of zombies to hold off. Sturdy Body adds attack damage mitigation +10 percentage points, so it directly reduces the repeated attack damage that can end a hold.

Cost: The skill does not add health, stamina, carrying capacity, or revive speed.

Solo Practice

Do not use a Ready slot choice only to optimize Solo Practice.

Why: No Credits rewarded in Solo Practice. No experience rewarded in Solo Practice. Solo Practice does not count towards your Online progression, and does not contribute towards stats or achievements.

Cost: Practice cannot advance the account, statistics, achievements, or the Responder through Credits or experience.

This is a starter direction, not a promise that the named skill will appear. The game offers Normal skills to a Ready Responder skill slot. Start with the mode and the team problem so you know which field matters when the actual offers arrive.

Read the team state before spending a Ready slot

Stayin’ Alive is the co-op Objective default only while regrouping is realistic. If you expect to spawn far from the team, keep splitting from them, or take the hits yourself, choose Sturdy Body when it appears. You give up the faster revive interaction, but you gain an effect that still applies while separated.

Survival uses the same self-protection default for another reason. Three waves create repeated contact around the speaker. If incoming damage is already controlled and stamina ends the hold first, is the alternative when offered. Athlete raises maximum stamina to 1.10x its base value, a 10% increase. The cost is giving up Sturdy Body’s attack damage mitigation.

Use the stamina mechanism to keep a reserve when the movement route and next Melee action are the reason Athlete matters.

Do not read every recommendation as though it applies at once. Pick the card that matches this run. When the team state changes later, change the next choice rather than pretending the first slot solves both problems.

Treat each Loadout as one Responder’s risk

Loadout items belong to the current Responder. They cannot be shared between Responders, and the current UI warns that purchased and equipped Loadout items are removed on Responder death. That makes a large speculative item plan a real stake, even before the responder’s own progression enters the decision.

What the current Loadout screen promises

Surface
LOADOUT
Bring items into a match
Equip items in Loadout to bring them into a match. If you die, you lose them.
Responder ownership
Loadouts are character based and items cannot be shared between responders.
Current Responder warning
Purchased and Equipped Loadout Items are for the current Responder only and will be removed on Responder death.
Beacon equipped
Your responder will be rescued from death, but your loadout will be lost.

Default: equip only what has a job in the first run. The condition is a supported attack, its resource relationship, and recovery when available. The cost is entering with fewer spare options. The alternative is a larger Loadout, but every extra item remains tied to the same Responder and the same death-loss rule.

The game does not provide a reliable current shop list with prices, so do not follow a fixed purchase list or Credits budget. Use the current ownership, loss, Inventory capacity, ammunition, compatibility, treatment, and skill fields instead.

Build one small supported Inventory

The base Inventory capacity is 10 kg before a Satchel or capacity skill. Use that as a ceiling, not a target to fill. Start with one attack option. A firearm needs the ammunition family linked on its record. A Melee weapon works without ammunition and is the fallback when a firearm has only its loaded rounds. The Inventory capacity mechanism explains the exact skill, Satchel, entry-weight, and pickup-fit order.

Each of the eight current ammunition families has a fixed 20-round Loadout profile. That number describes the box in its own family. It does not make 9mm support a firearm that uses .45 ACP, and it does not prove that any named firearm is the best first purchase.

Use a small plan that fits the current limits

Base Inventory capacity
10 kg before a Satchel or capacity skill
Current ammunition families
8
Loadout ammunition profile
20 rounds for each current family
Current attack records
15 Firearms and 19 Melee weapons
Current recovery records
4 Medical records with separate treatment fields
1

Choose one attack

Use a firearm only with its ammunition family, or use a current Melee weapon when reload support is absent.

2

Keep its support

A Loadout box gives 20 rounds in its own family. It does not support a firearm that uses another family.

3

Leave room for recovery

Keep a Medical option when it answers the health or infection state you expect. The treatment field decides the job.

Add a recovery item only for the state its record treats. Bandages and Medkit restore health. Phalanx Pills and Experimental Gene Therapy have separate infection jobs. Do not remove the only matching recovery option to carry a second unsupported firearm.

The small default has a clear cost: it may give up a second damage profile or extra ammunition. Take that cost when the alternative would leave no compatible attack, no recovery, or no room to adapt after deployment. Open the linked Inventory category when you need exact weight, compatibility, or treatment fields.

Recover when the skill offer is missing

If the recommended Normal skill is on screen, take it for the matching context. If it is absent, do not act as though you can force the offer. Read the modifiers on the offers you actually have and choose one that addresses the expected failure. Keep the Inventory plan unchanged so one missing skill does not unravel every other decision.

What to do with the Ready slot you actually have

The named alternative is present

Use for expected separation or when Survival damage is controlled and stamina fails first.

No Ready slot is available

There is no first-skill choice to make now. Prepare the supported Inventory and revisit the skill step when a Ready slot appears.

For co-op Objective, Sturdy Body is the named alternative when separation or self-protection matters more than revive speed. In Survival, Athlete is the alternative only when damage is controlled and stamina fails first. If neither named skill appears, use the Skills query to inspect the actual Normal offers. Choose one answer from those records rather than borrowing an Expert result or an unoffered default.

No Ready slot means no first-skill decision now. That is not a failed build. Prepare the supported attack and recovery plan, then return to the skill step when a Ready slot exists.

Replace unsupported loot after deployment

The map may not give you the weapon or recovery item you expected. Recover by preserving the job, not the item name. If the found firearm has no matching ammunition, use a current Melee weapon or another firearm supported by ammunition already held. If Inventory capacity closes, drop the unsupported or duplicate attack before its matching ammunition or the only needed recovery item.

A found firearm on Normal begins with 66% to 100% of its capacity, so loaded rounds can be useful without becoming a complete supply plan. Treat them as finite until a compatible ammunition record appears. The weapon and ammunition guide covers the full swap order, range, and noise costs after deployment.

If the first Medical pickup treats a different state, keep searching only while that missing answer is worth the separation and contact risk. A health item is not automatically an infection treatment, and a duplicate firearm is not a substitute for either one.

Adjust for a leveled Responder or Beacon

A leveled Responder changes how much character progress is at stake, but it does not change Loadout ownership. Do not increase the item commitment merely because the Responder already has skills. Add an item only when it fixes a named first-run failure.

Set the item risk from the Responder stake

Fresh Responder

Use the small supported default. The Loadout still belongs to this Responder and the death-loss rule still applies.

Leveled Responder

Keep the item plan small unless a larger commitment fixes a named failure. Existing skill progress does not make Loadout items shareable or preserve them on death.

Rescue Beacon equipped

changes an otherwise permanent loss to Responder kept. The Loadout is still lost, and the Beacon is consumed.

Hard without Beacon protection

On Hard, the Responder is lost and the Loadout is lost. Reduce the stake before queuing if that result is unacceptable.

Equip a when an otherwise permanent Responder loss is unacceptable and you accept its cost. The Beacon can rescue the Responder, but it does not preserve the Loadout. On a permanent-loss outcome it is consumed, and the equipped items are still lost.

Hard and Nightmare have no automatic respawn profile. Reduce the stake before queuing if losing both the Responder and Loadout would make the run unacceptable. The complete current respawn boundaries belong to the death and respawn mechanism; this page uses only the parts needed to set the starter commitment.

Change one thing for the next run

After the run, name the first layer that failed. If the skill did not match the team state, keep the Inventory and change the next skill choice. If ammunition support failed, keep the attack role and change the weapon-family relationship. If recovery was missing, reserve capacity for the right treatment field. If the Responder stake felt too high, reduce the Loadout or add Beacon protection before changing the rest.

One change makes the next result readable. Rebuilding the skill, weapon, ammunition, recovery, and Responder stake at the same time hides which decision helped.

Know what this plan does not answer

This guide gives one starter plan for the current mode, team state, Responder stake, and Ready slot. It covers the current Loadout ownership and loss contract, the 10 kg base capacity, eight ammunition families with 20-round Loadout profiles, first-skill defaults, missing offers, unsupported loot, and the next-run adjustment.

The game gives no fixed current shop catalog, prices, loot order, or universal best weapon here. Late Expert upgrades and finished Responder builds are separate decisions. Use how Responder skill modifiers work for operations and Expert replacement. When a developed Responder is ready for one final role-specific upgrade, continue with the finished Responder build guide. Use the Inventory query for the exact item you plan to carry.

These records and decisions are current for Hotfix 1.0.4.0. The game facts were checked on September 2, 2026.