Version 1.0 — Unlock Guide

Yet Another Zombie Survivors: Roster Unlock Conditions

SWAT, Tank, and Engineer are available at the start. Ranger requires Survival Level 175. The table separates the other reported goals from two disputed totals: Medic's health pickups and Pyro's elemental damage. Do not use an old guide's number as proof that your current counter is broken.

YAZS survivors fighting zombies in official promotional artwork
Official Awesome Games Studio artwork, shown for game context.

All 9 Survivors — Unlock Conditions

Ranger's condition comes from the official 1.0 release notes. Other conditions are community records; the source note below identifies the unresolved totals. Reviewed September 17, 2026. Weapon lines here are examples, not exhaustive branch lists.

# Survivor Unlock Condition Type Weapon Line
1 SWAT Available from the start Starter Pistol → SMG → Assault Rifle / Sniper Rifle
2 Tank Available from the start Starter Shotgun → Pump-Action → Minigun / Rocket Launcher
3 Engineer Available from the start Starter Taser → Tesla → Blaster / Laser
4 Huntress Survive 15 minutes in a single run Progression Bow → Multishot Bow → Explosive / Freezing Arrows
5 Ghost Defeat 100 zombie bosses Cumulative Katana → Katana Splash → Thousand Cuts / Windcutter
6 Medic Collect health pickups; total disputed Cumulative Pistol → Syringe Gun → Antidote / Freezing Flasks
7 Pyro Deal elemental damage; total disputed Cumulative Fireaxe → Blowtorch → Flamethrower / Infernax
8 Mechanic Activate abilities 4,000 times Cumulative Trust Spanner → Lancer → Chainsaw / Nitro-Gun
9 Ranger Reach Survival Level 175 Level Gate Crossbow → Repeater Crossbow

Choose an Unlock That Fits the Run

  1. Starting roster: use SWAT, Tank, or Engineer while working on other objectives; none needs a separate recruitment unlock.
  2. Huntress: the reported goal is 15 minutes in one run. Several shorter attempts do not satisfy a single-run time requirement.
  3. Ghost and Mechanic: their reported goals count boss kills and ability activations. Choose the one your current team can already advance instead of treating this list as a mandatory order.
  4. Medic and Pyro: match the health-pickup or elemental-damage objective to the locked character card. The published totals conflict, so this guide does not give a fixed number for either.
  5. Ranger: check Survival Level, not the team's temporary level inside a run. Reaching level 175 during one fight is not the stated unlock condition.

Survivor Weapons & Abilities

Each survivor has a unique weapon line and a set of active abilities. Version 1.0 adds Rank 5 skill tree nodes and four cross-survivor synergies per character. For path comparisons, continue to the weapon guide; for team plans, use the build guide.

1

SWAT

Starter
Weapon: Pistol → SMG → Assault Rifle or Sniper Rifle
Abilities: Grenade Trail, Helicopter Strike, Automatic Turret, Ricochet
Role: Reliable kinetic damage, boss pressure, and lane coverage
Unlock: Available from the start.
2

Tank

Starter
Weapon: Shotgun → Pump-Action → Minigun or Rocket Launcher
Abilities: Sawblade Drone, Minefield, Bombing Strike, Fury Unleashed
Role: Frontline damage, horde control, and explosive coverage
Unlock: Available from the start.
3

Engineer

Starter
Weapon: Taser → Tesla → Blaster or Laser
Abilities: Electrocution, Electric Turret, Energy Shield, EMP Grenade
Role: Electric damage, deployable control, and projectile protection
Unlock: Available from the start.
4

Huntress

Progression
Weapon: Bow → Multishot Bow → Explosive or Freezing Arrows
Abilities: Eagle Eye, Arrow Rain, Bear Trap, Zombie Decoy, Arrow Penetration
Role: Ranged critical damage, area volleys, and crowd control
Unlock: Survive 15 minutes in a single run on any map.
5

Ghost

Cumulative
Weapon: Katana → Katana Splash → Thousand Cuts or Windcutter
Abilities: Critical Protocol, Shuriken, Kunai Dance, HoloGhost, Pulsar
Role: Close-range burst, dodge, and ability critical support
Unlock: Defeat 100 zombie bosses. Progress carries over across runs.
6

Medic

Cumulative
Weapon: Pistol → Syringe Gun → Antidote or Freezing Flasks
Abilities: Medical Education, Transplantology, Stimpack, Reanimation, Medical Drone
Role: Healing, regeneration, life steal, and chemical damage control
Unlock: Collect health pickups; total disputed across runs.
7

Pyro

Cumulative
Weapon: Fireaxe → Blowtorch → Flamethrower or Infernax
Abilities: No Pain No Gain, Molotov Cocktail, Fire Walk, Makeshift Bomb
Role: Fire and slashing damage, burning zones, and low-health scaling
Unlock: Deal elemental damage; total disputed across runs.
8

Mechanic

Cumulative
Weapon: Trust Spanner → Lancer → Chainsaw, Nitro-Gun, or Spanner Spammer
Abilities: Remote Control Car, Transmitter, Ice Turret, Cooling Mods
Role: Mixed melee and range, ice control, and deployable support
Unlock: Activate abilities 4,000 times across runs.
9

Ranger

Level Gate
Weapon: Crossbow → Repeater Crossbow
Abilities: Dog, Falcon, Animal Whistle, Incense Holder
Role: Ranged damage, animal companions, and team critical/luck support
Unlock: Reach Survival Level 175. This is an account-wide progression level, not a single-run level.

How the Squad System Works

Three-person teams

  • You select one survivor as your leader at the start of each run
  • During the run, you can rescue up to two additional survivors via SOS encounters
  • The squad aims and attacks automatically — you control movement, positioning, and upgrade choices
  • The 1.0 skill-tree additions include a passive node that benefits the whole team while its Survivor is present. That condition does not require the Survivor to be the starting Leader.
  • Version 1.0 adds four cross-survivor synergies per character, making team composition more important than individual power
  • The Camp hub (new in 1.0) lets you access missions, radio, and character conversations between runs

Medic and Pyro: Conflicting Unlock Totals

The old version of this page gave Medic 100 pickups and Pyro 1,000,000 elemental damage. Those numbers are withdrawn as current-version instructions. wiki.gg's Medic entry reports 100, while Grandwiki's September 2026 roster guide reports Medic 50 and Pyro 3,000,000. The accessible official 1.0 notes confirm Ranger's gate but do not settle these two totals.

For your save, read the locked Survivor's objective before planning a dedicated run. Record the displayed number before and after a run; distinguish a remaining counter from an original total. If reporting a mismatch, include the character, platform, client version, and exact card wording through Contact. This is a way to diagnose the discrepancy, not a substitute fixed unlock value.

The same Grandwiki roster guide lists the three starters, Huntress's 15-minute requirement, Ghost's 100 boss kills, and Mechanic's 4,000 activations. These remain attributed community conditions, not a claim of our own gameplay testing.

What to Do After Unlocking Everyone

Once you have the full roster, the next step is finding the best team combinations.

Unofficial fan-made guide. Yet Another Zombie Survivors is a trademark of Awesome Games Studio. This site is not affiliated with or endorsed by Awesome Games Studio. Reviewed September 17, 2026. Medic and Pyro totals remain unresolved; the table does not present them as confirmed conditions. Community weapon and ability names can differ by version.