Each class in Zombie Assault: Resurgence offers two Speciality Classes, so there are six specialities in the game, and choosing a speciality path is a permanent branch choice rather than a swap you can undo freely. Choosing a branch locks in your unique traits and gives access to all new Speciality Skills and additional Activated Abilities for that branch. It also unlocks the third Enhancement for each of the three abilities your class already has, so a Speciality expands your build and completes the trees of your starting kit at the same time.
What a speciality path actually changes
Three things happen the moment you take a branch:
- New Speciality Skills become available on that path.
- Additional Activated Abilities are granted by the branch.
- The third Enhancement for each of your three class abilities unlocks, which is why only one Enhancement can be equipped at a time until then.
The nine class abilities and their two starting Enhancements each are covered on the abilities page; a Speciality is what completes them.
The six specialities, class by class
| Class | Branch | The three enhancements it unlocks |
|---|---|---|
| Assault | Black Ops | Leaving Present (Dash drops a scaling grenade at dash start, 250 damage at level 20), Holo Distraction (Kinetic Burst spawns a hologram that draws aggro before exploding), Conserve Ammo (Adrenaline has a chance not to consume ammo, scaling inversely with magazine size) |
| Assault | Squad Commander | Marathon Man (kills reduce the Dash cooldown by 0.1 seconds), Exposed (Kinetic Burst stuns survivors and they take +10% damage), Team Confidence (teammates gain 50% of the Adrenaline bonuses) |
| Heavy | Shock Trooper | Blitzkrieg (projectiles leaving the ring of Hold The Line deal 1.25x damage), Thunderdome (Die Another Day adds a thunder strike, shield and area-of-effect damage), Lightning Storm (Orbital Strike double strikes with a smaller radius and slows enemies) |
| Heavy | Dreadnought | I Can Do This All Day (Hold The Line kills extend its duration by 0.5 seconds), Unbreakable (Die Another Day adds Void resistance and temporary HP scaling), Resupply (Orbital Strike makes fewer explosions but calls in a Supply Drop) |
| Medic | Field Surgeon | Fresh Start (Medkit removes debuffs and damage-over-time effects), Energised Defences (Haven grants shields that recharge inside), Preventive Remedy (Biocleanse Bomb gives a stronger heal over time) |
| Medic | Science Ops | Anti-Zombie Kits (expired Medkits explode for Corrosive damage and can be detonated early), Anaesthesia (Haven makes zombies attack 50% slower inside), Chemical Warfare (Biocleanse Bomb instantly kills non-boss enemies below 25% HP) |
Whichever class you build around, the branch only makes sense next to that class's kit — Assault, Heavy and Medic each want a different kind of Speciality, and the class comparison is on the classes page.
Choosing a branch and living with it
Because the choice is permanent, pick it for the play style you want rather than for a single ability:
- Black Ops turns the Assault into a grenade-throwing, misdirection-heavy brawler.
- Squad Commander makes the Assault a squad buffer, handing out Adrenaline bonuses and shortening Dash.
- Shock Trooper turns the Heavy into a damage spike with area effects.
- Dreadnought turns the Heavy into a wall that outlasts the fight and asks for a Supply Drop.
- Field Surgeon makes the Medic a pure support with rechargeable shields and clean resets.
- Science Ops turns the Medic into an offensive support with corrosive medkits and hard kills.
Two details to keep in mind. The two classes' signature cooldown bonuses were reworked shortly before launch — Assault's cooldown bonus, Medic's Field Surgeon and Heavy's Shock Trooper all had their cooldown effects replaced with brand-new effects, so the exact cooldown numbers of the specialities at launch differ from the versions described in earlier ability diaries. And the branch sits on top of the same skill tree as everything else, so how you spend your points around it still matters.
Levels and skill points are the other half of that decision, and the skills page covers how the two point currencies work.