Skip to content
Dispatch.proMenu
13 call records

Call records

Sorted by priority. Each record lists the skills the call demands and how it can end.

Reading a record

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.

What the set adds up to

Categories
Combat, Intellect, Mobility, Charisma, Pursuit, Rescue, Social, Hack, Crisis
Multi-responder
4 calls take two
Most often correct
Coupé — 4 calls
Most often wrong
Golem — 5 calls

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.

Crisis
P1 · Diff 10

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.

CombatMobilityVigorCharisma
Combat
P1 · Diff 9

Stop the Assassination

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%.

CombatVigor
Charisma
P1 · Diff 8

Public Relations Crisis

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.

CharismaNegotiationCrowd Control
Hack
P1 · Diff 8

The Safe (Infiltration)

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.

IntellectStealth
Intellect
P2 · Diff 7

Chemical Spill

A containment problem disguised as an emergency. The wrong hero does not just fail here, they make the zone bigger.

IntellectVigorTech
Combat
P2 · Diff 7

Multi-Hero Mission

Your first two-hero dispatch. Pairings are not just additive — the right two heroes buff each other.

CombatMobility
Pursuit
P2 · Diff 6

Chase El Diabolito

The Episode 1 finale call and the only early call with four slots. This is the scripted spot for the Overkill achievement — send everyone.

MobilityCombatVigor
Combat
P3 · Diff 5

Bank Robbery

An armed robbery in progress. This is a straight fight, and the only question is whether whoever you send can absorb the hits.

CombatVigor
Mobility
P3 · Diff 5

Rooftop Chase

A suspect running the rooftops. Pure mobility check — nothing else on the sheet matters here.

MobilityPursuit
Intellect
P3 · Diff 4

Missing Person

A missing-person report that needs reading, not force. Charisma gets you a resolution; Intellect gets you the actual answer.

IntellectCharisma
Intellect
P3 · Diff 4

Van Goh Opening

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.

IntellectCharisma
Rescue
P3 · Diff 3

Lost Balloon

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.

Mobility
Social
P3 · Diff 2

Granny's Donuts Run

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.

Charisma