Seasons

Tactics Cards: Complete Guide (Seasons 4-6)

How Tactics Cards work: Core vs. Battle and Resource cards, slots, upgrading, how to get them, the best setups for Seasons 4, 5 and 6, and what you keep when the season ends.

Last updated Checked tactics cardscore cardsprofession hallseason 4season 5season 64+1counter reversalmorale boost

Tactics Cards are equippable cards that boost your squads in battle and your economy outside it. They arrived in Season 4 (Evernight Isle) and came back, reworked, in Seasons 5 and 6. You find them in the Profession Hall.

At a glance

TopicDetails
IntroducedSeason 4: Evernight Isle
WhereProfession Hall → Tactics Cards
Slots2 Core, 4 Battle, 4 Resource
Card kindsCore (gold, permanent) and Battle / Resource (purple, blue, green; seasonal)
Upgrade withCore: duplicates (stars) + Profession EXP (levels). Regular: Tactical Fragments
At season endCore cards stay. Regular cards turn into fragments, then Profession EXP

The two kinds of card

Core cards (gold)

  • Permanent. They keep working in the off-season and carry into later seasons, so they're the best long-term use of your resources.
  • Each has base stats plus a tactical skill. Some skills are passive; others are active with a cooldown or a daily use limit.
  • Ascend (stars): merge duplicates of the same card. Each duplicate adds a star (up to 2) and raises the skill's strength.
  • Enhance (levels): spend Profession EXP, up to level 10. Reaching level 10 costs about 29 to 30 million Profession EXP in total (about 9 million to reach level 5). A Core Level Reset Token refunds the EXP if you want to move it to another card.
  • Core cards can't be dismantled.

Battle and Resource cards (purple, blue, green)

  • Seasonal. They only work during the season they belong to.
  • Rarities: SSR (purple), SR (blue) and R (green).
  • Every card has a fixed main effect plus 0 to 3 random bonus stats, rolled when you get it. Purple cards usually have 2 or 3, blue 1, green none. Bonus stats can't be re-rolled or upgraded, so a good roll matters.
  • Upgrade them with Tactical Fragments. You get fragments by dismantling spare cards (SSR 500, SR 200, R 100) and from daily first kills on zombies.
  • Battle cards boost your squads in fights. Resource cards boost gathering, zombie loot, plunder and similar.

Slots and swapping

  • You have 2 Core, 4 Battle and 4 Resource slots. Unlock requirements depend on your profession level and change over time. (For example, the first Core slot dropped from Profession level 80 to 50 in mid-2025.)
  • Quick Equip offers ready-made sets: Sustained Combat, Rapid March, Defense Support and Monster Destruction. From Season 5 you can also save up to 3 loadouts of your own.
  • To swap cards, all your squads must be home and idle. A card on cooldown can't be swapped out, and you can't equip two cards with the same name.
  • Lineup Presets don't save Tactics Cards. If you switch presets before a fight, check your cards too.

How to get cards

Sources change each season. Common ones:

  • Zombies and season monsters: daily first kills give cards, packs or fragments. (In Season 6, Rainforest Walkers give an SR card pack on the daily first kill from week 2.)
  • Season shops: the Season 4 Magatama Shop and the Season 6 War Merit Shop (opens at Fungus Institute level 4) sell card packs that refresh daily or weekly. Spending War Merit doesn't lower your leaderboard rank.
  • Season events, alliance boss kills and the season battle pass.
  • Pack points (Season 4): every 5,000 points from opening packs gives a bonus bundle that includes a Core Choice Kit.

Gold packs only contain Core cards. Purple and blue packs are mostly regular cards with a small chance of a Core card; green packs never contain Core cards. The game doesn't publish a pity counter.

Which cards to use

Season 4: Evernight Isle

Core cards worth chasing: the passive Morale Boost cards (Warmind, Windrusher, Bulwark). Guides rate these above most active-skill cores because they work in every fight without you having to trigger them.

A standard battle setup:

SlotCardWhy
14+1 card ("Efficient Unity" / "4+1 Strategy")Lets you run one off-type hero without losing your squad type bonus
2Mixed FormationBonus ATK/DEF/HP for each troop type in the squad
3Damage Reversal or Damage Reduction ReversalHelps when you're fighting a squad that counters yours
4Windrusher – Rapid MarchFaster marches for rallies and reinforcing

Resource cards: Purgator – Resource Hunger (more resources from zombies), Purgator – Night Snatcher (more Profession EXP from zombies), and the gathering-output cards for farm accounts.

Season 5: Wild West

Card names changed, and several Season 4 cards came back with new stats. Core cards are now named after styles: Quickstride, Battlestreak and Garrison.

SetupBattle cardsCore cards
AttackHybrid Squad, Counter Reversal, Quickstride Attribute Boost, Contaminated LandQuickstride Morale Boost + Quick March or Battlestreak Morale Boost
DefenseHybrid Squad, Counter Reversal, Garrison Duration, Garrison Attribute BoostGarrison Defensive Regroup + Garrison Morale Boost
Zombies / PvEHybrid Squad, Counter Reversal, Zombie Killer, a monster-damage-reduction cardPurgator Monster Slayer + Quickstride Morale Boost
  • Hybrid Squad is the Season 5 version of the 4+1 card.
  • Counter Reversal deals more damage and takes less from the troop type that counters yours.

Season 6: Lost Rainforest

The big change: the 4+1 card is gone, with no replacement. An off-type hero now cuts your squad type bonus from 20% to 15%, so the meta moved to pure five-hero squads (all Tank, all Missile or all Aircraft). Each type got its own card instead:

CardSquadEffect (level 1)Notes
Aftermath BurstMissile+18.75% damage over timeOnly boosts damage-over-time skills (like Swift's burn and Fiona's radiation), not normal attacks
Dimensional CritTank+2.7% crit rateApplies only to your Tank with the highest Attack, so check whether that's the hero you want buffed
Frontal SuppressionAircraft+1.5% attack speedGuides disagree on whether it needs three Aircraft heroes in the back row
  • These three cards work in PvP and Global Expedition only. They don't help with zombie farming.
  • Counter Reversal matters even more now, because pure squads are easier to counter.
  • Standard Season 6 build: your squad's type card, Counter Reversal, Quickstride Attribute Boost and Contaminated Land, with Morale Boost plus Quick March or Defensive Regroup as Core cards.
  • Regular cards now go up to level 12 (15 with the gold Level Up stat). Only purple (SSR) battle cards can be enhanced. Reaching level 12 costs about 64,500 fragments.
  • In Global Expedition, the total level of your equipped battle cards unlocks extra Expedition attack and defense bonuses.

What happens at season end

  • Core cards are kept, with their stars and levels.
  • Battle and Resource cards are converted into fragments at the normal dismantle rate, and each fragment becomes 5 Profession EXP.
  • Unopened packs convert into Profession EXP or a random Core card.

Tips and common mistakes

  • Put long-term resources into Core cards. Profession EXP and duplicates spent on Core cards last forever; regular cards are gone at season end.
  • Judge regular cards by their bonus stats. A purple card with three good bonus stats (ideally the Level Up stat) beats a higher-level card with poor rolls.
  • Upgrade carefully. You can't move fragments off a card once you've upgraded it. The only way back is dismantling it, which returns less than you spent.
  • Keep a blue or green copy of a card you need until you get the purple version.
  • Re-check your cards when you change squads or presets, since presets don't save them.
  • Season 6: don't build Aftermath Burst until your Swift and Fiona are well built, and remember Dimensional Crit picks your highest-Attack Tank automatically.

Sources

Compiled from community guides (last checked October 2026). Guides sometimes disagree on exact numbers. Where they did, we've said so or left the number out.

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