Protect Los Angeles
The Episode 8 climax: back-to-back crisis calls across the whole map with a city stability bar in the top left. Failed or missed calls drain it — you have the entire roster, so spend it.
Sorted by priority. Each record lists the skills the call demands and how it can end.
Every call names the stats it needs and a minimum for each. You are scored on the requirement you clear by the least, so a hero with Combat 9 and Mobility 3 fails a call wanting Combat 7 and Mobility 6 — the surplus is wasted and the shortfall is what lands. Difficulty is the threat level, not the stat bar; a difficulty 8 call can want a single stat, and a 5 can want two.
“Never send” is not a style note. Those picks produce a documented bad outcome — an injury, a blocked achievement, or a hero fatigued into the next episode. Each record lists all three ways it can close out, so you can see what you're trading before you commit.
Want to test a pairing before you send it? The simulator scores any hero against any of these, fatigue included.
Golem being both the right answer somewhere and the wrong answer 5 times over is the whole game in one line: you aren't ranking heroes, you're matching them to a bar.
The Episode 8 climax: back-to-back crisis calls across the whole map with a city stability bar in the top left. Failed or missed calls drain it — you have the entire roster, so spend it.
A brutally over-tuned protection call. Legitimately it wants your two best tanks; illegitimately it's the Fool's Luck farm — Waterboy solo at 7%.
The only call on the board with a single correct answer. Prism has Charisma 9, the requirement is 8, and the next-best hero has 7.
Episode 6's infiltration set-piece: Invisigal cracks the safe while you run the hacks. The final hack demands one exact path, fast — the hardest technical trophy in the game.
A containment problem disguised as an emergency. The wrong hero does not just fail here, they make the zone bigger.
Your first two-hero dispatch. Pairings are not just additive — the right two heroes buff each other.
The Episode 1 finale call and the only early call with four slots. This is the scripted spot for the Overkill achievement — send everyone.
An armed robbery in progress. This is a straight fight, and the only question is whether whoever you send can absorb the hits.
A suspect running the rooftops. Pure mobility check — nothing else on the sheet matters here.
A missing-person report that needs reading, not force. Charisma gets you a resolution; Intellect gets you the actual answer.
A gallery opening that needs brains and schmoozing, not muscle. The scripted easy route to the Nailed It achievement — but only if Sonar is in his smart form.
A kid's balloon, a low-stakes day-shift call — famous only because Coupé's 72% roll here is the easiest place to farm Snake Eyes by reloading until she fails.
Not a fight — a snack run with a community-stats twist. The least popular donut is set by what players worldwide pick least, so the "right" wrong answer can change over time.