From Wiki
Jump to: navigation, search

This is a list of some basic Strategies in There are no perfect strategies or techniques, but learning these basic moves can help you get started. Feel free to add your own to this list!

Solo Base[edit | edit source]

The target of this strategy is to maximize the base as soon as possible while creating a safe area from zombies and players.

While waiting for the gold to regenerate for upgrades, keep harvesting resources or hunting monsters.

No block should be lost until end-game (wave 50+).

Place gold mine in corner of the map and get over 10k in supplies before you do

Note: unless stated otherwise, the upgrading chain is: stash > mine > resource harvester > wall/door/slow trap > arrow tower > cannon tower > bomb tower > mage tower > melee tower

Preparation[edit | edit source]

Find a multiple resource spot, usually wood with rock is perfect to avoid spending too much in the pickaxe.

MultipleResources.png MultipleResource2.png

Consider that building too close to a monster stone may draw monsters, which can destroy tier I buildings with a single attack. While it's good to have an easily reachable stone, it's better not having it near the perimeter.

GameObject DemonStone.png

Waves 0-1[edit | edit source]

Strategy FastClimbing Wave1.png

Build a 3x3 gold farm, which will have a walking area around. Also, place both Resource Harvesters and upgrade them right after gold mines. Don't forget to refuel and collect at the start of every day.

Place towers symmetrically around, you may have 2 corridors or a whole circle around the gold farm.

If willing to have a C.A.R.L pet as support, buy the bow tier I: its damage is not what matters, it's purely to mark targets and let the pet get experience every round. Every wave to attack some monster to let the C.A.R.L grow. Make sure you attack one zombie, so C.A.R.L will attack.

Waves 2-3[edit | edit source]

Strategy FastClimbing Stage2.png

Buy the tier II pickaxe.

Level up all buildings once and make a wall around the base.

Note: the wall is not necessary until end-game, but it acts as an additional, even if small, PvP protection.

Waves 4-7[edit | edit source]

Strategy FastClimbing Stage3.png

Buy the tier III pickaxe (this upgrade can be delayed to wave 11.)

Upgrade all buildings to Tier III.

Keep farming resources and gold.

Buy the tier II spear.

Waves 8-11[edit | edit source]

Strategy FastClimbing Stage4.png

Buy the tier IV pickaxe; this upgrade can be delayed to wave 17.

Upgrade the wall to tier III, if not already done.

A boss will show up on wave 9. If you are training a pet, it should be time to evolve it to tier II.

Upgrade all buildings and the wall.

Buy the tier I bomb.

Waves 12-17[edit | edit source]

Strategy FastClimbing Stage5.png

Level up all buildings once.

If the pickaxe is still tier III, it's time to buy a new one before moving to the next step.

Buy the tier III spear and the tier II bomb.

Waves 18-24[edit | edit source]

Strategy FastClimbing Stage6.png

While waiting for the 32,000 gold to upgrade the stash (wave 20), harvest at least 3,320 wood and stone, which is enough for the whole tier VI.

Upgrade all buildings once. Once you're tier VI, your base should be good to go for now until wave 51 (end-game). You could also upgrade all your tools to tier IV by now.

Waves 25-35[edit | edit source]

Saving up 100,000 gold for the tier VII stash takes a bit of time (wave 31), this is why it's good to have a corridor or any kind of space inside the walls so you can rest. While waiting for the gold to generate, keep harvesting resources: once to 12,800 wood and stone, you've done the heavy farming for the whole tier VII.

Upgrade gold mines one by one when possible.

Buy the tier V spear.

Waves 36-41[edit | edit source]

Strategy FastClimbing Stage7.png

Having the gold farm to tier VII, timeout can be considered worthy: in a day cycle, the gold production is now 24,000, meaning that timeout can give a flat 14,000 of profit. While this bonus income seems promising, gold won't be an issue in this build unless playing for a record: every use of this ability will give enough gold to stand a bonus round after wave 150.

The whole base can be tier VII by wave 41 if timeout is used three times, otherwise by wave 44. Aside from this case and emergencies, timeout is not used in this build.

Waves 42-55[edit | edit source]


You will need to harvest 32,000 wood and stone throughout these waves. Kill zombies to gain extra gold, so you can get 400,000 gold easily.

Patiently upgrade your mines, towers, and walls (walls can be delayed until later in-game.)

Make a 2nd wall around the base.

Buy the shield tier I, then start upgrading the tools one by one by personal preference. There is no real need to upgrade the pickaxe, but anyway, by wave 55 all tools and the shield should be tier VI.

Yellow zombies will start to spawn, so be careful not to die by melee damage: attack them from behind while they are targeting a wall.

Waves 56-100[edit | edit source]

From now zombies can potentially break some wall blocks: if fighting alongside with a C.A.R.L. pet, remember to cycle around the base and not to focus on a single spot.

Purple zombies start to spawn at wave 90 and will inevitably deal some damage. To protect the base, the player should actively fight, knowing that 3-6 hits of a purple unit will destroy the top shield.

Every round ending, replace the missing walls with patience. If overwhelmed, use timeout.

Repair consume should still be lower than the mines' production.

Waves 101+[edit | edit source]

The horde is finally dangerous, no enemy unit should be allowed to break the inner wall: keep towers safe by killing stacked zombies with spear or bombs. It is possible to add a 3rd wall, but this will be reflected in more fix expenses, due to tower range, roughly 5.000 gold/wave.

If your C.A.R.L pet has been trained and evolved, it should be already maxed and its contribution can be significant. (You can throw bombs while AFK to make C.A.R.L attack the horde)

Repairs will slowly increase in cost, beginning to drain the over 750,000 gold saved up until wave 90. How much it is possible to resist now depends only on patience and ability. Sooner or later this solo adventure is going to end. (Unless your base design is absolutely, completely and utterly brilliantly designed, AFK, zombie-proof, and player/troll-proof)

Weapons[edit | edit source]

Consideration of weapons:

  • Bow:
    • Annoying to use, having to press action every shoot;
    • Single target damage;
    • High damage;
    • Best choice for hordes of bosses and monsters.
    • A powerful weapon in PvP, if you have a good aim it can deal more damage than the spear and kill players fast
  • Bomb:
    • Easy to use holding the action button;
    • AoE damage on a small area, short-range;
    • Low single target damage;
    • Good choice for zombie hordes, especially early on;
    • Can be used along with C.A.R.L to kill the horde, even while AFK.
  • Spear:
    • Easy to use holding the action button;
    • Fast attack requiring melee range;
    • Average damage;
    • The best choice for hunting monsters in late-game, tier VI+;
    • The best choice to kill zombies, but also dangerous.

The bow should be the first chosen weapon: it allows to stay away from targets and let the pet attack it, to get experience. While defending the base in mid-game, bombs may be easier to use on stacked zombies. In the end-game, the spear can be considered a faster way to damage zombies, but if you do remember to upgrade your shield and maintaining your health.

Monsters and C.A.R.L.[edit | edit source]

While the C.A.R.L. may look weak at the beginning, it can help against zombies later on: it won't suffer much damage while attacking more than the player.

Every 8 waves (until wave 121) a Boss will spawn: there won't be the necessity to contribute into killing it, but at least a player's shoot is required to get its tokens.

Killing monsters contribute to the pet's experience, but it should be considered good only if trying to level up the pet from late waves.

Death[edit | edit source]

Upon death, players will lose only 25% of their resources.

With this in mind, it could be possible to survive even with a couple of deaths and buy again the upgrades, especially in early or mid-game, considering that this will reduce the maximum wave reachable.

Final Considerations[edit | edit source]

This build climbs the building tier within a very short amount of waves and focuses the resources into gold stash and gold mines. This grants the player the possibility to survive much longer.

Following this build means safely reach tier VII in 40 waves. By wave 55 the player will be fully geared. The pet could be maxed by simply contributing to the base's defense.

It is easily possible to reach wave 120; over wave 150 the gold will be an issue and any bonus from previous timeouts or skipped upgrades will matter for survival.

It is not necessary to have a whole corridor crossing the base, but the difference in a solo play-through is negligible and, considering other players around, it grants mobility and protection while inactive.

An alternative is to use a more compact setup to reduce repair costs and survive some additional waves:

Strategy FastClimbing AlternativeSetup.png

Record Making[edit | edit source]

While following this build, begin the wall construction after having a full tier VII base and keep that wall to maximum two lines: never build a 3rd on late stages. Empower only one (max two) weapon to tier VI and leave the pickaxe to tier IV; the shield could stay to tier VI, but be careful after wave 90. The pet's help will be needed as well as active defense on end-game.

In this way, it is possible to have over 150,000 bonus gold to use in repairs. Note that every timeout used will yield 14,000 bonus gold, but also make the game even longer: between wave 41 and 131 it could be called 30 times for another 420,000 gold bonus, but with 1h of delay. Note that this seems to be modified and timeout could be called every survived wave, meaning 45 uses in the example for 630,000 gold.

Keeping a more compact base, as shown in Final Consideration, is a good choice. It could even be used a map corner to have half sides to defend, but this may be considered bug exploiting: building in a corner can probably make the game infinite.

Team base[edit | edit source]

Starting a team base can be challenging, as most players who join teams are inexperienced, and some players are only named Player, making it harder to recognize. Some players may spam place towers/walls around the base. Then you will need to remove the offending towers, making a loss in resources. If you don't want to place the gold stash until you have 4 players, you might as well make quadruples of yourself because if you let other players join your clan, they will probably randomly place the gold stash, and you won't be able to sell it.

Before Placing Gold Stash[edit | edit source]

Get a team of 4 (if you would like you can make clones of yourself), then make sure all of your teammates have 100-250 stone and wood, and then give them the ability to sell buildings.

Wave 1 - 3[edit | edit source]

Divide your team into classes. An example:

Class 1: the Defender, kills zombies attacking the base (2 if possible).

Class 2: the Worker, makes towers and walls and upgrades them.

Class 3: the Guard, they are important if your base is bigger than your screen. Some PvP players may break the walls and towers to get into your base and destroy the Gold Stash. Some defenders might not notice right away and some workers have no weapons to fend them off. If the breach is left unattended, some zombies might sneak in the base. Before applying these classes, get the team to get resources.

Don't forget to have Gold Mines surrounding your Gold Stash! Lay the first defenses after, and add doors to get in or out.

Wave 4 - 6[edit | edit source]

Defenders and Guards must have at least a tier II spear/bow, workers should have a tier III pickaxe, walls and towers should be upgraded to tier II to be prepared for wave 9.

Wave 7 - 12[edit | edit source]

Make sure you kill the bosses since the update makes bosses give a ton of gold. Save up for tier IV. Weapons should be at tier III or IV, pickaxes should be at tier IV or V, tier I zombies are also now at level 7-10, they can break tier I walls in 1 second! :0

Wave 13 - 21[edit | edit source]

At wave 14, tier II zombies will start spawning, it's best to upgrade the walls to tier III, since tier II walls are now not as effective as defenses, at wave 17, the second boss wave will happen, the bosses have stat boosts, and there are now two, meaning that you will need to defend your base well, by wave 20, tier II zombies will be at level 5-7, you should upgrade the gold stash to tier IV.

Wave 22 - 35[edit | edit source]

At wave 25, 2 more buffed bosses will spawn, and 1 wave later, the tier II zombies will be at level 7-10, along with level 1-3 tier III zombies spawning also, the walls should also be tier III, and towers should be at tier III-IV.

Wave 36 - 45[edit | edit source]

4 bosses will spawn at boss waves, and tier III zombies will be at level 7-10, and tier IV being at lvl (level) 1-3, also most buildings should be at tier IV.

Wave 46 - 60[edit | edit source]

At this point, tier IV zombies are disappearing, it's mostly tier V, level 3-5 zombies, the base should start being upgraded to tier V.

Wave 61 - 70[edit | edit source]

The base should be fully upgraded to tier V, and partially upgraded to tier VI, 4 bosses now start spawning, and zombies are now tier VI, level 3-5.

Wave 71 - 90[edit | edit source]

Zombies quickly go through tier VIII and go to tier IX level 1-3, nearing their final tier, the entire base is now tier VII, and the maximum of 5 bosses now start spawning. At wave 86, the gold stash now NEEDS to be tier VIII.

Wave 101-124[edit | edit source]

After 3 hours of work, the tier X zombies are here. There's no turning back, but zombies shouldn't be able to break the inner wall and the last wall, but if the last wall and the first defense towers are destroyed it's all over, the defenders and guards are no match for the orange zombies since they will all be killed in seconds in a melee fight, everyone should have a maxed bow/bomb to destroy the zombies, the entire base has to be tier VIII.

By wave 124, all tier X zombies are now all at level 10.

Square Base[edit | edit source]

A square base by yourself is good to get gold and resources quickly. However, if you want a high score, then you need a max party to optimize your chances.

Before you start, get at least 750+ of stone and wood.

Find an area that is dense with natural obstacles, including at least 1 combo. Place your gold stash in the middle of it.

Wave 1

Place your gold mines around your stash.

Place a 2 block wall around the current base.

Place bomb towers around the whole wall. Leave no gaps except for trees/rocks and the area where you are going to put a door to get to your resource mine.

Wave 2

Place another 2 block wall around the whole area except for trees/rocks and the door.

The next layer should be a mixture of your remaining bomb towers and arrow towers and cannons. You should run out of bomb towers and arrow towers.

Waves 3-4

Gather more resources.

Wave 5

Make another wall. Be sure to patch up any damage. This is the second last wall.

The next layer is made up of melee towers, mage towers, and cannons.

Wave 6

Last wall. Build all walls until the end of your gold stash's limits.

Wave 7

Maintenance, and upgrade your gold stash

Wave 8

Boss, buy tier 3 spear to help kill it.

Wave 9+

Keep upgrading your defenses and repairing any damage. You should be able to last a long time. If you're playing on multiple tabs, close them once you have maxed out so it is easier

Helping with destroying Bosses[edit | edit source]

If you're still losing to the bosses, here are a few simple tips:

  • Always upgrade to max out with tools. A spear is normally the most helpful, bombs are the least for fending of singular enemies. A bow is good for ranged PvP and does a lot of damage to zombies, so choose wisely. Archers do not need that much shield but should have potions. Bombers can sit in their base spamming bombs with some shield just in case, and lancers need max shield, a lot of potions, and the diamond, ruby, or emerald spear.
  • If you want C.A.R.L, just click the 2 buttons and close out the tab. Then use the tokens you receive from killing the Demon Knight to evolve him. Since the game only detects if you click the button, it saves the click to your I.P or browser so you don't have to do it again. Neat, huh? It works for the Horns and Woody as well.
  • Pack potions if you want to go melee. Use the health potion when you're on very low health, do the same for your pet (you do not need pet potions, pets can be revived a few seconds after without any level loss).
  • Buy a Shield (1,000 gold for tier I) for that extra bit of HP. It doesn't regenerate with a health potion but does on its own.
  • Bosses do a lot of damage, have gold and resources on hand and be ready to repair, they might bite out your base a little bit
  • When fighting a boss, sometimes buildings won't be destroyed. Here are the tiers (In their respective waves) that won't be destroyed easily.

Tier IV for wave 9, tier IV partially tier V for waves 17 and 25, tier V for wave 33, tier VI until waves 41 to 65, and tier VII can last until around wave 85 before it gets destroyed. Another tip: if your base can survive without having a building destroyed from waves 100-150, it can survive past wave 1,000 since the game sticks with orange zombies.