Joint Operation
Fight waves and a boss for support cards and upgrade materials. Choose reliable area damage, then keep the boss in your skill and active effects. The reward draw is an opportunity, not a promise of a specific card. [S18]
Emergency Incident
Historically triggered through stamina use, with up to three players and shard/credit rewards. Check the visible timer and objective, invite help if needed and bring a hero whose opener does not need a long build-up for a short encounter. [S18]
Team Up / Hub Defense
The original structure has nine players divided into three teams; overclock materials are the reason to participate. Read your assignment and route, coordinate with the leader and avoid wandering into another group while a required objective remains unfinished. [S18]
Tesla: a documented mechanic
The unofficial FAQ says to inspect the charge/orb around your hero and connect with the opposite sign: minus goes to plus and vice versa. Treat this as encounter guidance for the historical Tesla fight, and confirm the actual signs in your version. [S21]
Team Up hero choice
Use a dependable built hero rather than experimenting with an unfamiliar high-tier pick during a difficult clear. Movement, uninterrupted damage and surviving mechanics are useful. If your assignment has waves, prioritize area coverage; if it has a boss, use a rotation you can sustain.
What is not verified
No exact current Team Up routing diagram, reward count, difficulty unlock or preservation-server boss implementation was established. Do not infer that a private-server Team Up behaves like the historical global client merely because it uses the same name.