Agents

* Together
* 1st Agent
* 2nd Agent

FDD's remains are prioritizing protecting the united states against another zombie attack. Inspired by FlameThrowerFIM.

## Abilities

###  Special Ability

Counts as two unique units for Team Powers

## Unlock Requirements

### Price

Unlocked by purchasing the Agents Pack for 250 money

### Player Level

Any

**Agents** are two members of a secret organization. They are both armed with suppressed pistols and knives, and are both dressed in dark blue suits, dark grey suit vests, gray shirts, and dark blue ties. The first agent is a white man wearing an FDD cap and the second agent is a black man with an afro and a mustache.

## Basics

The Agents are **support** units, meaning that they provide assistance to their teammates with special abilities and/or by dealing extra damage.

The Agents have a relatively low Courage cost, but also possess low health, low damage, and are fairly slow. They have a fast fire rate and reload speed. If an Agent is in close quarters combat and out of ammo, they will draw a knife and swing it forward for a weak melee attack that can crit.

Some time after dying, Agents will into Tipsy.

## Perks and Abilities

The Agents possess several exclusive perks.

At the start of the mission, Agents are immediately avaliable to deploy, unlike other units who are partially recharged. They don't alert idle zombies on the field, but Marauders will react accordingly. Additionally, each time they are sent, two units with identical stats appear. Both of the them will always try their best to stay together and attack the same targets, working together as a duo, but they can be separated in some situations.

At level 13, the Agents' special ability can be unlocked, which makes them properly count as two units for Team Powers. Police 2/2 will always be active with just them on the team, and the 3/3 and 5/5 Police team powers require one less Police member. While the application is rather narrow due to them only being featured in one team, it can actually prove to be great, especially considering how good the Police Team Powers tend to be.

## Gameplay

### Main Campaign

Intentionally meant to prepare the battlefield by clearing it out of idle fragile enemies, the Agents excel exclusively at such, making them a good choice for clearing problematic stationary enemies. Sadly, that is all there is for the Agents due to multitude of reasons. Their poor stats is prominent, which makes them weak on their own. Their specialty is meaningfully useful only during early-to-mid game due to enemies being increasingly sturdy, such as Slobs, Cranks, and Putrids. Finally, not alerting the unaware zombie's attention for an extra 20-30 seconds isn't a practical upside, when stronger units, such as Fighters, Shotgunners, and Shooters can be used to clear the hordes just as fine, if not better. All of the aforementioned reasons makes the Agents an unnecessary and, are worst, redundant unit to use.

### Skirmish

In League, Agents benefit from being two units for the price of one, making them a great addition to teams lacking in ranged damage or total health pool. Their low courage cost also allows for more freedom in team compositions. Their combined damage can make them devastating for killing advancing enemy melee units and chipping away the health of those with bullet resistance so long as they are protected from harm as well. Sadly, they are still very weak by themselves and lack resistances, and can easily be killed from long distances or by stray bullets. Their habit of sticking close together can also be a downside as they are susceptible to being killed at the same time by certain attacks such as Grenadier's grenade, Mechanic's additional damage attack, and Carol's lightning-fast attack, which dampens their potential as being two meat shields for the price of one.

### Item Sets

While the Agents can benefit well from Hunter well, their short range means that the bonus might not be as large as one would hope for. Their fast fire rate, combined with being two units instead of one, make Military just as good of a choice for them.

From a more thorough analysis, Agents benefits from Hunter are equal to Swissmade due to their short range the bonus is only 1.17x which is the same as Swissmade, however Swissmade does not rely on distance making it more consistent. It is suggested to either use Military or Swissmade if you want to use Agents efficiently, with Hunter as a secondary option.

## Skins and Synergies

The Agents are a part of the Police team.

 Team

Agents, due to their level 13 special ability, are only good as filler due to their mediocre performance. They however do help to cut down the amount of units required for all of their Team Powers, leaving valuable space for Support items or other units that benefit meaningfully from them, notably Turret.

## Trivia

* Agents' original concept was made by KTPlay user FlameThrowerFIM. In the unit's original concept, there was only one unit to exit the bus, the 1st Agent, just like all the other units in the game. He was made as a stealthier alternative to Pepper.
	+ He had two unique perks. The first was called Silenced Shots, which is used in-game, and functions exactly as it was described: not alerting any idle zombies only when he was sent. The second was described as reducing Agent's normal cooldown to 13 seconds for the first time you send the unit out. This was eventually reworked in the game to simply make the pair available right at the start, dubbed as Decreased Starting Recharge. He was given a new perk, which added the inclusion of the second agent every time he was sent out, once he was made available in-game.
		- Originally, he was supposed to cost 30 courage and have a movement speed of 12 before being changed to 20 and 8 respectively. His regular preparation time was also increased to 45 seconds from the original 30 seconds.
			* In the first draft of the unit concept, he was originally labeled as an FBI agent who was assigned to investigate the importation of drugs from the Mexican Mafia. He also had a different look, showing his hair and not wearing a hat, unlike in the final game. These traits, curiously, would later be adopted by his second partner.
				+ Agents were supposed to be a purchasable unit like Carol and Light Soldier, two other community-created units, instead of having to be bought in a unit pack.
* There are several possible references related to Agents:
	+ The second agent's appearance seems to be inspired by Jules Winnfield from the movie "Pulp Fiction". It's possible that the whole pair is a reference to the partnership between Jules and Vincent Vega from the movie.
	+ Another possibility is that they reference Martin Riggs and Roger Murtaugh from the Lethal Weapon franchise. The only difference is that Roger has much shorter hair than the second agent does in-game.
	+ Agents could also be a reference to Agents J and K from the Men in Black franchise. This is further elaborated by the fact that very little information is known about their respective organizations apart from their goal of protecting their worlds from outside threats. Although each pair fights different enemies (hostile aliens and zombies respectively), there is speculation that the zombie outbreak was caused by something alien in nature as demonstrated by the existence of alien-like infected, floating blue goo, and otherworldly machines, further solidifying the reference.
* The Agents and Cap are the only ranged units to pull out separate melee weapons for their melee attack, all of them using knives.
* Agents possess the most amount of unique perks for a single unit in the entire game, for a total of three.
* In Italian localization, the acronym FDD is revealed to translate to "Federal Department of Defense.

## Gallery

Agent's concept art.Agent design by Mobirate.

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