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Mercenary Guide

What Mira, Tadeusz, Lena, Viktor and Anya really do in combat, what they cost, and which four to bring.

Last updated: October 12, 2026
ON THIS PAGE
  1. The five Bar mercenaries
  2. What every skill does
  3. Hiring order by budget
  4. Classic companions
  5. Placement and roles
  6. Squads that work

The five Bar mercenaries

You can field four allies at once. The Wasteland Bar sells one unique mercenary per bar level, and each is rarer and more expensive than the last. Building the bar costs 100 Scrap, 100 Wood and 100 Scrip. Upgrading to levels 2, 3, 4 and 5 costs 100, 200, 300 and 400 of both Scrap and Wood, and each level also needs your base at that level or higher. Bar mercenaries have no reputation requirement, only Scrip.

MercenaryBar levelCostBase HP (scaling)Damage bonusRole
Tinker Mira11,20045 (x1.0)+2Mechanic / support
Pickaxe Tadeusz22,60070 (x1.1)+4Bruiser / crowd control
Longshot Lena34,80060 (x1.0)+8Sniper
Bulwark Viktor48,500150 (x1.7)+10Tank / protector
Wraith Anya515,000115 (x1.5)+16Assassin / finisher

Allies grow with you. Each fight their HP is base plus the scaling multiplier times (20 per level above 1, plus 5 per day), and their damage bonus is 3 per level above 1 plus half the day number, plus the mercenary's own bonus. At level 10 on day 15 that gives roughly 300 HP for Mira, 350 for Tadeusz, 315 for Lena, 583 for Viktor and 497 for Anya. Allies get 2 AP per turn and act after you, in squad order.

What every skill does

Each mercenary has a 1 AP attack and a 2 AP signature skill. "Bonus" is the damage bonus above, which is about 36 to 50 in our example.

SkillCostEffect
Mira: Rivet Gun1 AP7 to 13 + bonus to one target.
Mira: Patch & Cover2 APHeals you for 20 + 3 per level and puts you in cover for the next enemy phase.
Tadeusz: Pick Swing1 AP12 to 18 + bonus.
Tadeusz: Cave-In2 AP10 to 16 + half bonus to every enemy, and each survivor has a 50% chance to be stunned.
Lena: Steady Shot1 AP16 to 24 + bonus.
Lena: Deadeye2 AP45 to 70 + 1.3 x bonus on your target. Every other enemy has a 75% chance to miss its next ordinary attack.
Viktor: Shield Bash1 AP14 to 22 + bonus, 35% chance to stun.
Viktor: Fortress Stance2 APDraws all ordinary enemy attacks to him, heals him 35 + 2 per level, and puts you in cover.
Anya: Blade Flurry1 APTwo cuts of 10 to 15 + half bonus each.
Anya: Execution2 APInstantly kills a target at or below 35% HP and heals her 30. Otherwise 60 to 90 + 1.5 x bonus.

Two quirks matter. First, Execution has no boss exception: once Utopek-7 or Lady Midday drops under 35%, Anya ends the fight in one action. Second, ally damage skips your own talents (crit, damage percentages, armor piercing) but still suffers a boss's damage reduction. Radiation contamination does not reduce it either, so a contaminated player can lean on allies.

TIP Boss special attacks such as acid, sickle swings and radiation bursts are aimed at you, not at the front line, so taunting does not redirect them. Cover and stuns do work, which is why Mira and Viktor are better against bosses than their HP suggests. See the boss strategy guide.

Hiring order by budget

Hiring always spends the full price, even if you dismissed that person before, so avoid hiring someone you plan to drop.

Classic companions

These are hired from the Mercenary Roster and need reputation instead of a bar level (Known Mercenary is 20, Respected Commander 50, Wasteland Legend 100). Their damage rolls use the same bonus.

CompanionCostNeedsSignature skill
Trained K91,000noneThroat Rip: 50 to 85 + 1.5 x bonus
Rookie Gunner1,500Rep 20Panic Spray: hits all enemies
Demo Expert2,000Rep 50Frag Grenade: 25 to 45 + bonus to all enemies
Sector Hacker3,000Rep 50System Overload: stuns for certain
Field Medic5,000Rep 100Field Patch: heals you, her and half to others
Syndicate Defector10,000Rep 100Defensive Barrage: taunt and self-heal

The Defector deserves attention: ordinary enemy attacks only ever deal 1 to 2 damage to him. The Hacker's Overload is a guaranteed stun where Tadeusz's is a coin flip. The Frag Grenade, Panic Spray and Barrage subtract HP directly, so they ignore boss damage reduction.

Placement and roles

Positions only decide who gets shot, because allies can attack from anywhere. Enemies hit a taunting ally first. Otherwise, if anyone stands in front, ordinary attacks go to the front line 85% of the time and to you the other 15%. With nobody in front, about 90% come to you and 10% reach a back-line ally. The roles from Squad Strategy add to this: Vanguard (+15% HP, taunts in round one, 3 less damage), Striker (+20% damage, at least +3, but -10% HP) and Guardian (you start in cover, 2 less damage). Moving someone mid-fight costs you 1 AP. Full rules are in the formation guide.

If you have Viktor, make him Vanguard in front. If you have Anya, make her a Striker in the back, since her damage scales with her bonus and she never needs to tank. Mira belongs behind you, because losing her means losing your turn-by-turn cover.

Squads that work

Turn order is part of the plan. Allies act in squad order, and you can reorder them in Squad Strategy. Put Lena and Tadeusz ahead of Anya, so their damage pushes a boss under 35% before Execution is used. Put Mira early, so cover and healing are in place before the enemy phase. The Guardian role only gives cover in round one, while Mira renews it every turn, so a Guardian is worth it mainly for squads without her.

Worked example: you meet Captain Zhor-Kaal and three Vanguard Scouts at level 10. If you have Lena, open with Deadeye on the captain, because the scouts then have a 75% chance to miss their next attack. If you also have Tadeusz, Cave-In next round to hit all the scouts and stun about half of them. If the captain falls below 35%, Anya's Execution saves several rounds of his x1.6 damage.

Related: squad formations, combat, survival and economy and survivors.

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