Update 2.7 has brought a new game aspect: BADGES. Think of Badges as Traits that you can choose to add to your Survivors.


  • You must be at Council Level 15 to be able to craft Components. There are two buildings you will need to build in order to make Badges:
    1. The Scavenger: This building will add a new type of “resource” to your mission crates: COMPONENTS
    2. The Craftsman: This building will allow you to take your Components and turn them into a new type of Equipment: BADGES
  • Creating Badges requires some specific Components:
    • You will need One (1) Fragment Component, and four other Ingredient Components to create a randomized Badge. Creating a Badge will also cost a small amount of Supplies.
    • Components and Badges will come in different Rarity types. Using higher Rarity components will increase the maximum and minimum rarity (see below) of the Badges you create, but there will still be some randomness in the created Badges, even with the best Components.

Badges have four (4) aspects that distinguish them from each other:

  • Shape: The Shape of the Badge determines where you can place it on a Survivor/Hero. There are 6 Badge Shapes and each Survivor/Hero has 6 Badge Slots, one of each Shape. So, each Survivor/Hero can only equip one Badge of each Shape. Think of the Badge Shapes like points on a compass (minus North and South). The 6 compass points are Northeast, East, Southeast, Northwest, West, Southwest.

  • Type/Set: Each badge has a Type, indicated by it’s image. Equipping a Survivor/Hero with 4 or more Badges of the same Type (creating a “Set”) will increase the effects of those matching Badge Types by 20%.IMG_0918.PNG
    • In the above image, you can see that there are 3 Badges of the “D” set equipped. One more Badge from set “D” would give all 4 Badges a bonus of 20%

  • Effect: Badges enhance a particular aspect of your game (like Traits). There are 5 initial enhancements that Badges can impact (more may come later). You can only use 3 Badges on the same Survivor/Hero with the same Effect.
    1. Increased Damage (like Marksman/Strong/Lethal) – This increase is added to the base Survivor + Weapon Damage Ratings.
    2. Increased Critical Chance (Accurate)
    3. Increased Critical Damage (Destructive)
    4. Increased Health – This increase is added to the base Survivor + Armor Health Ratings.
    5. Increased Damage Resistance (Iron Skin)

  • Bonus Condition: Each Badge has a Bonus Condition that can increase the effectiveness of the Badge. Some of the Bonus Conditions include:
    • Equipping the Badge to a Survivor with a certain trait.
    • Teaming the Survivor with the Badge with a specific Class or Hero.
      • If the Bonus says “if this survivor has a Warrior as a teammate”, equipping this Badge on a Warrior won’t activate the Bonus; the Survivor must go on a Mission WITH a Warrior. The same goes for Hero Bonus’: the only Survivor you don’t want to equip the Badge that says “when mission teammate is Daryl” is Daryl. You can tell if the Bonus is active by looking at this graphic when you go into a mission:IMG_0918 2.PNG
      • Note: Satisfying the “Bonus Condition” for a Badge is typically worth 25% (or more) of a bonus, which is higher than the 20% bonus given for a set. While I try to put Sets together for easier adjustments of badges, making sets AND meeting the Bonus Condition is fantastic.

What types of Badges should I put on different Survivor Classes?

You can definitely put any badge on any survivor class, but certain badge effects work really well with certain classes. You can either emphasize the strengths of each class (which I will mainly be talking about), or you could choose to use badges on their weaknesses to make them more balanced.

One thing to note: since Melee don’t have the piercing trait, at some point it becomes impossible to get a critical shot, so I wouldn’t add a +Critical Chance badge on any melee (although Critical Chance Badges can help Warriors/Bruisers on their charged attacks, I still wouldn’t do it when given better options). And just because I don’t list a badge effect for a certain class doesn’t mean I wouldn’t put it on that class….I’m just listing the ones a prefer the most.

  • Assaults – Since Assaults have big health #s, adding more Health makes them even stronger! (Damage badges are also not a bad idea)
    • Health (% badges are better on Assaults when possible)
    • Damage Reduction
    • Damage  (I put some of my best flat rate damage values on Assaults)
  • Hunters – Since Hunters can hit a lot of targets, attacking Badges are my preferred way to go!
    • Damage
    • Critical Damage
  • Shooters – Shooters have a great charge attack, so let’s make it as strong as possible!
    • Damage (% badges are better to use when possible)
    • Critical Damage
  • Scouts – Scouts also have a great charge attack, so let’s boost it up!
    • Damage (% badges are better to use when possible)
    • Critical Damage
  • Bruisers – Bruisers have big health #s, so boosting it may be wise!
    • Health (% badges are better to use when possible)
    • Damage Resistance
  • Warriors
    • Damage
    • Damage Resistance
    • Health

% Badge or Flat Value?

If you need help determining if you should put a % Badge or a Flat Value Badge, check the chart below for Damage and Health Flat Value equivalents. These charts are for Level 24 Survivors with Level 27 Armor.

  • Or, if you’d like to play around and see what your Damage/Health Badges can do, I’ve made a Google Sheet that you can find HERE. Just a few notes:
    • Please copy the file to your own Google Drive as multiple people using it at the same time will probably screw things up for each person.
    • There are instructions all over the place on the file that should help explain how to use it.

Use these #s as just a guideline; there are a lot of intricacies that can’t be accounted for in a simple chart!

AssaultAssault - Badge Equiv.png






What does all this mean?

  • Certain Survivor Traits will become more valuable.
    • Lucky, Dodge, Retaliate, Revenge, Defensive Stance, Bullet Dodge and Punish will increase in value. Since Traits like Iron Skin, Marksman/Strong will be available from Badges, having these other Traits on your Survivor will create more balance and effects for your Survivors that you can’t get anywhere else.
    • Defensive Stance could lose some value. If the Iron Skin Badge values are high enough, you could reach the Damage Resistance maximum (80%) with only Iron Skin, which would be better than Defensive Stance only working in Overwatch. At the very least, pairing Iron Skin with Defensive Stance is not as necessary to maximize your Damage Resistance.
  • You can build Survivors for even more specific situations:
    • Damage Oriented Survivors: Marksman/Strong on a Survivor can be paired with Badges to increase damage. Add in increased Critical Damage can create Survivors that do LARGE AMOUNTS OF DAMAGE!
    • Health Oriented Survivors: Having Defensive Stance and Iron Skin on a Survivor (and Iron Skin on Armor) already gives you a lot of Damage Resistance. Add the new Health Increase Badges, plus some more Iron Skin, and you can reach the 80% damage resistance maximum and have more Health for your Survivors.
    • Well Balanced Survivors: Instead of building Survivors with only one strength, you can now create some very balanced Survivors by having Survivor Traits that you can’t get Badge Effects for, then using your Badges to buff other aspects of your Survivor.

Range of Badge Outcomes

Here are some common crafting combinations, and the odds of the potential outcomes (for full list, see below):

Badges (Condense).png

Here you can see the range of badge outcomes in both Crafting Events and normal times. The number left of the comma is the “Non Event” %, right of the comma is the “Event” %…if there is no number left or right of a comma, it means that potential outcome isn’t possible…

5* Frags.png

4* Frags.png

3* Frags.png

2* Frags.png

1* Frags.png

Let’s look at the range of potential Prestige of the Badges you can make (when no event is happening).

  • KEY:
    • Upper Left Corner shows the rarity of the Fragment
    • “i1/i2/i3/i4” shows the possible rarities of the Ingredients (cloth/chemical/etc), with the “Total **” being the sum of all rarity stars for all 4 ingredients used.
    • The “Min” and “Max” shows the potential outcomes for those ingredients
    • The “1*/2*/3*/4*/5*” columns show the odds of getting the specific badge rarity based on the ingredients used.

1 Star Fragment:



2 Star Fragment:



3 Star Fragment:



4 Star Fragment:



5 Star Fragment:

Screen Shot 2018-02-26 at 9.39.05 AM.png

Screen Shot 2018-02-26 at 9.39.13 AM.png

Badges #1.png


Badge Values

This is a work in progress…I will try to update this as I get new information.

Screen Shot 2017-09-14 at 4.46.38 PM.png

 Page Last Updated: 3/22/18