Strategy guide
Dispatch looks like a story game with a side of numbers. It's a numbers game with a story — here's the part the game never explains.
The five stats
Every hero is five numbers from 1 to 10, and every call is a minimum for one or two of them. That's the entire mechanical layer. Nothing else on a hero's sheet is checked.
- Combat
- Anything that ends in a fight. Tested by the bank robbery.
- Intellect
- Investigations and containment problems. The missing person and the spill.
- Charisma
- Talking a situation down. Only the PR crisis needs it, and it needs a lot.
- Mobility
- Chases. The rooftop wants 8, which two heroes have.
- Vigor
- Staying in it. Paired with Combat or Intellect, never asked for alone.
Matching a call
A call with two requirements is scored on the one you clear by the least. Send Golem to something wanting Combat 7 and Mobility 6 and his Combat 9 buys you nothing — Mobility 3 is three short, so the call is three short.
- 01Read both requirements before you look at the roster.
- 02Find who clears the tighter one, then check they also clear the other.
- 03Prefer margin over total. Clearing by 2 is a clean outcome; clearing by 0 is a scrape.
Some calls also flag heroes as wrong regardless of stats. Sending Golem to the chemical spill widens the contamination zone — the sheet says he could hold it, the story says he shouldn't.
Fatigue
An overused hero opens the next episode at -2 to every stat, and this is what ruins otherwise good runs. Prism is the only hero who clears the Episode 2 PR crisis — Charisma 9 against a bar of 8. Fatigued she's at 7, and nobody on the roster can take it.
- Rotate from Episode 1
- Fatigue carries forward, so the damage is done an episode before you feel it.
- Watch the warning
- A yellow icon marks a tired hero. Dispatching one loses No Hero Left Behind.
- Protect the specialists
- Sonar and Prism have exactly one thing each. Spend the generalists instead.
Pairs & synergy
Multi-hero calls aren't additive — the right two buff each other. There's one pairing the game clearly favours.
Coupé + Golem
+2 to all stats, both heroes
The strongest pair in the game, and the Perfect Pairing achievement. Coupé's Mobility 9 covers the one thing Golem can't do.
Flambae + Invisigal
Faster, messier
Clears the mission and resolves quicker, at the cost of property damage. Their bond gets referenced again in Episode 4.
Relationships
Dialogue moves a hidden relationship number with each hero and with your boss, and it pays out episodes later rather than immediately. There's no manual save, so none of it is reversible.
- Supportive lines compound
- Consistent backing is what gets all seven heroes to +8 for the hidden achievement.
- Siding costs the other side
- Backing management gives you autonomy and slower hero trust. Backing the heroes inverts it.
- The confidant is permanent
- Whoever Robert opens up to in Episode 2 stays his confidant through Episode 8.
Reading the roster
Tier here means “how often are they the answer”, not “how strong”. Coupé is S because nothing on his sheet drops below 6, not because anything on it is exceptional.
- Generalists
- Coupé and Malevola have no dead stat, so they're the fallback when your specialist is tired.
- Specialists
- Prism, Sonar, Golem and Invisigal each own one number — and have real gaps everywhere else.
- Flambae
- Combat 8 and Mobility 7 covers two lanes, but something always burns.
Common mistakes
- Sending your best hero
- There's no best hero. Golem is the top pick for the bank robbery and the worst for the rooftop chase.
- Saving Prism for later
- The Episode 2 PR crisis is the call that needs her. Holding her back wastes the one thing she's for.
- Rushing
- Nothing in Dispatch is on a timer. A wrong pick is always a choice, never the clock.
- Chasing every achievement in one run
- Speed Runner and the exploration achievements can't coexist, and the Episode 1 finale branches are exclusive.
How the odds really work
The success percentage the game shows you is not the real probability — AdHoc rigs it, and the developers said so at GDC. Knowing the guardrails changes how you read every call, and why the finale suddenly feels brutal.
- 76% auto-wins
- Anything shown above ~76% simply succeeds. Once you do fail a high-odds call, three auto-wins switch back on to stop bad-luck streaks.
- Low rolls floored at 15%
- Any displayed chance from 1 to 14 is silently rounded up to 15 — there's no such thing as a near-zero call.
- Over-stacking can auto-fail
- Piling too much Combat onto a call can auto-fail it. More isn't always safer; match the requirement instead.
- The finale removes all of it
- In Episode 8 every guardrail is switched off, so an 85% can and does fail. That's intended difficulty, not a bug.
This is also why our simulator can disagree with the game: it shows the raw stat margin, while the game layers these hidden helpers on top. Source: AdHoc's GDC talk (reported by TheGamer, Mar 2026) and dev interviews (PCGamesN, Dec 2025).
By the numbers
After launch AdHoc published aggregate “Dispatch Wrapped” stats — a read on how the whole player base actually chose. Handy for sanity-checking whether your run went with the crowd or against it.
- Episode 3 cut
- Coupé was removed by 2.8M players versus 1.6M for Sonar.
- Closest call
- The Episode 4 Waterboy-vs-Phenomaman pick split almost evenly — Waterboy edged it at 53%.
- Who got romanced
- Invisigal ~1.9M, Blonde Blazer ~1M; 164,000 romanced no one and 66,000 failed both.
- Shroud's fate
- Shroud dies in 63% of playthroughs.
Official AdHoc figures, relayed by GameRant (Jan 2026).
Want to see the margins before you commit in game?