Mission Types & Calls
I keep this page practical: what each call type demands, what the difficulty labels really feel like, and a mission browser that shows stat gates fast. π
Call Types: what each icon is asking from your team
How I map Call Types to hero roles
When Iβm planning a dispatch, I start with the call icon. That icon is a promise: the mission will punish one kind of weakness more than the others. If I treat all calls the same, I end up with a βdecent at everythingβ team that still fails on a single hard gate.
The fastest way Iβve found to stay consistent is to match the primary stat first, then fill the rest with coverage. Combat-heavy calls want reliable βοΈ pressure. Rescue calls lean on πͺ endurance. Investigation calls tend to reward π§ problem solving. Social calls want π¬ steady influence. Mobility calls ask for π speed. Complex calls (β‘) usually punish gaps, so I care more about balance and fewer dead stats.
One extra trick: I donβt treat this like a rigid class system. A hero can still win outside their βbest fitβ if their numbers line up. I just use the call categories as a shortcut so I donβt waste time second-guessing.
Direct confrontations where damage output and survival tools matter most.
Save people under pressureβendurance and quick movement win these missions.
Clues, systems, and logicβintellect-heavy missions that reward planning.
Negotiation and PRβhigh charisma and smart support keep outcomes stable.
Urgent response missions where speed and agility are the core.
Multi-skill scenarios that punish gapsβbalanced coverage is the goal.
How mission success works (the plain-English version)
I think of missions as a set of gates. Each gate is a stat requirement. Your team has a combined stat total, and the game checks whether youβre meeting the important thresholds. If youβre far under the gates, youβre gambling. If youβre meeting the main gates cleanly, your run becomes stable.
I also avoid the trap of chasing a perfect team every time. Iβd rather build a βgood enoughβ team that reliably clears the biggest gate, then improve it over time. That keeps the story moving and saves my mental energy for the moments that actually matter.
My rule: solve the hardest requirement first, then optimize. If you optimize before you solve, you get a fancy team that still fails.
If you want a quick outside reference on how βmissionsβ are used across games and narrative systems, the general framing on Wikipedia is fine: Mission (game). It wonβt teach Dispatch specifics, but it explains why missions often have βone stat that matters most.β
Difficulty levels: what I change as the label climbs
I treat difficulty as a planning signal, not a brag. A harder label usually means you canβt βpatchβ your way through with random picks. You need either a strong primary stat, stronger coverage, or both.
| Tier | How I approach it | Common mistake |
|---|---|---|
| Easy | I experiment, learn patterns, and keep the pace. | Over-building a team and wasting time. |
| Normal | I cover the primary stat and avoid obvious gaps. | Ignoring the βsecondaryβ stat that sneaks up. |
| Medium | I reduce risk: fewer zeros, fewer weak links. | Assuming one strong hero can carry everything. |
| Hard | I plan around the strictest gate and lock roles. | Chasing totals instead of clearing the gate. |
| Very Hard / Extreme | I treat it like a checklist: meet gates, then polish. | Bringing a βfavoriteβ hero that doesnβt match. |
Missions browser: filter fast, plan smarter
I built the browser to answer one question: βWhat does this mission actually require?β I donβt want to read a long explanation when Iβm making a quick pick. I want the gates, the episode, and the team size. Thatβs it.
If youβre new to this page, try this quick loop: pick an episode, click a call icon tab, then type a keyword from the mission name you remember. Youβll get a short list and you can compare gates without scrolling forever.
Filter missions by episode and call type
I use this to scan requirements fastβthen I swap heroes until my weakest stat stops being the bottleneck.
VAND-GO Opening
Cray Cray Bidet
Fight at Crypto Night
Retrieve Stolen Boat
Blaze in the Burbs
Museum Robbery
In the Zone
Apprehend Art Thieves
Send Sonar as Security
Send Literally Anyone Else
Bigger Blaze in the Burbs
Juvenile Pickpocket at Large
Locate Stolen Art
Granny's Donut (1)
Beach Clean Up
Undercover Drug Bust
Trouble at the Tailgate
Learn about SDN Scammer
Assault on the Drug Base
Landslide
Save the Mascot in Peril
Hack the Scammer
Investigate Tip
Parking Lot Backup
Runaway Train
Burglary In Progress
Personal Shopper
Line Cutter
Ritualistic Solicitation
Underground Fighting Ring
Personal Security
Fight in the Tournament
Shut Down Tournament
Flight School
Personal Security II: The Ride
Debate the Bone Zone
Hero Training
Lightningstruck Strikes Again
Bank Robbery
Moving Away
Join the Cult
Send Malevola
Car Drives Off Cliff
Brawl at the Football Game
Nostalgically Yours
Moving In
Demolition
Substitute Teacher
Criminal Minds
Wellness Check
Superhero Squabble in Aisle 9
Theatrically Yours
Quell Campus Riot
Mall Looting Youths
Furniture, Assemble
Dog Walking
Hero Training
Comically Yours
Quell Victory Riot
Dog Finding
Stop the Assassination
Hero Training
Subscriber Recruitment Day
I Need A Hero
Mascot Match-Up
Discern the Target
Assassination Takedown
Baby Kaiju Attack
Meet the Handler
Ex-Hero in Crisis
Humor the Brainteaser
Find the Brainteaser
Talent of Torrance
Rescue Transit Workers
Aliens Among Us
Hero Training
Stalker Stalking Film Shoot
Talent of Torrance Throwdown
Your Big Break, Kid
Anti-Bullying Seminar
Sewage Spill
Sewage Clog
Performance Art
Refinery Explosion
Lost Pet
East Torrance Power Outage
Air Team Rescue
Ground Team Rescue
Senior Home Check-Up
Repairs Required
Super Tantrum
Shipment Robbery
Central Torrance Power Outage
Evacuation Assistance
Thwart Graffiti Vandals
Stabilize Experiment
VANDLABS Robbery
Hero Training
West Torrance Power Outage
Power Outage Looting
Missing Teens
Multi-Car Pile-Up
The Wheelies
On Standby
Cat Sitter Wanted
Cyberbully
Housekeeping
#1 Phenoma-Fan
Haunting on Cravens Ave
Roast of Mayor Yao
Red Alert
Hero Training
LARP Gone Wrong
Yachtie Afterparty
Delivery Bots
Melt the Ice
Break the Ice
Shipment Down
Reprogram the Bots
Destroy the Bots
Sewer Surveyance
Beached Whales
Land Slip'n'Slide
Up-Chuck
Runaway Car
Self-Sabotage
Farmers Market Attack
Rescue Bone Zone
Polarizing Interview
Running Late
Play It Safe
Go All Out
Hero Training
Flight Training
The Floodening
Fire in the Rain
Refinery Rescue (Flambae)
Docks Rescue (Sonar/CoupΓ©)
Moving Train Rescue (Waterboy/Phenomaman)
Lockdown
Confronting the Mindf**ker
Final Shroud Battle
City Evacuation
Underground Infiltration
Hostage Negotiation
Power Grid Shutdown
Quick tips that save missions
- Pick the primary stat first, then patch gaps with the next hero.
- Watch Mobility on time-sensitive calls (itβs easy to forget π).
- Donβt overreact to one failure; fix the weakest stat, not everything.
- Use episode filters so you plan with the heroes you actually have.
- Keep notes on missions that spike two stats at once (β‘ patterns).
FAQ
Why do some missions show βno stat gatesβ?
Some missions are story, hacking, or special-case sequences that donβt behave like normal stat checks. I still keep them in the browser so you can find them by episode and name.
Is βComplex Callβ always harder than the others?
Not always. βComplexβ is a signal that the mission cares about coverage, not that itβs automatically the highest tier. Iβve seen easy complex missions that are more about team size than raw gates.
Whatβs the fastest way to pick between two heroes?
I start with the call type. If itβs clear, I pick the hero who wins the primary stat. If itβs unclear or mixed, I pick the hero with fewer weak spots and then validate the team on the calculator.