Buffs

**Buffs** are special bonuses that help players gain an advantage during battle. They can be activated during missions and events to improve the outcome of a fight.

## Buff Items

   **Buff items** are collectible power-ups that activate a specific buff. They can be obtained for free by collecting Daily Gifts or purchasing them from Trader for 225 coins each. They are also available in Supply Run bundles for real money.

Only one buff can be active at any given time. All buffs take effect immediately after being used, but their timer takes ~1.5 second to activate.

Certain team powers can replicate the effects of buff items.

### Fury

**Fury** buff gives all human units on the battlefield a damage boost. This buff lasts 25 seconds and while active, the border of the screen will glow a faint red. The buff appears to be a bottle of whiskey.

Affected units have an angry burning skull over their head and glow red, similarly to red aura enemies.

All units affected will deal double damage with all their regular attacks, and will also never contract the fear debuff, instead losing it on Fury activation. Fury does not affect Sheriff Bill's weapons, non-human units, fire damage and explosions.

Individual effects of Fury persist until the unit has been destroyed. As such, Glenn and any units revived by Paramedic Nancy will subsequently lose the buff upon revival, though it can be regained if the item was still in effect.

The effect is not distributed to all active units immediately but rather after very brief ticks. If there are more than 20 units on the battlefield when the item is used, Fury will affect a few units at once. Units that step out of the bus while it is active will always gain the effect immediately.

Psychos' 3/3 team power rewards a random unit on field with Fury once a Psycho produces a 13-rage pack. Police's 5/5 power applies Fury on all remaining police units on field if one is killed.

### Extra Courage

**Extra Courage** buff spawns additional courage packs on the battlefield. This buff lasts 25 seconds and while active, the border of the screen will glow a faint light blue. The buff appears to be a water dispenser bottle.

Three packs with 10 courage are periodically dropped somewhere on the battlefield, for a total of 30 courage by the end of the buff. Upon activating the buff, a pack immediately appears, the second after 9 seconds, and the third after 19 seconds. Like normally dropped courage packs, the packs from the buff will fade and soon disappear if not collected quickly enough.

### Energy Drink

**Energy Drink** buff reduces the preparation time of all units while active. This buff lasts 16 seconds and while active, the border of the screen will glow a faint purple. The buff appears to be a labeled drink can.

The recharge bar on unit portraits will glow a highly visible purple, better signaling their cooldown period.

While active, the buff halves unit preparation time. It only applies to the *current* amount of preparation time left remaining for the unit. For example, Farmer's usual 30-second cooldown will be decreased to 15 seconds if the buff was active for his entire cooldown period. If activated when he still has 20 seconds left, it is reduced to 10 seconds instead.
Jailers' 2/2 and 5/5 team powers, which grant a permanent preparation time reduction of 30% to rage abilities and all units respectively, can stack with Energy Drink's buff for an approximate 73.33% faster preparation time.

## Trivia

* The design of the Energy Drink buff is similar to the real-world brand "Monster Energy". Just like the buff, certain types of energy drinks from the brand have a purple/pink colored version of their logo.
* After a mission is completed, the visual effects of fury will disappear on all units affected by it. However, the buff's damage boost will still be in effect, which can be observed if there are still enemies to fight.