Strategies

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This is a list of some basic Strategies in Zombs.io. 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 Fast Climbing (18 May 2017)[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 the gold to regenerate for upgrades, keep harvesting resources or hunting monsters.

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

Note: unless stated otherwise, the upgrading chain is: stash > mine > bomb tower > arrow tower > cannon tower > melee tower > slow trap

Preparation[edit | edit source]

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

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 everyday .

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

If willing to have a 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 pet grow.


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 really 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.

Level up all buildings once; the wall can be left, if wanted, one tier below the base until tier VI.


Waves 7-11[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.

When facing the boss on wave 8, remember to hit him at least one with any tool, to get the 100 tokens reward. If you are training a pet, it should be time to evolve it to tier II.

Upgrade all buildings, the wall can stay tier III.


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.


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.


Waves 25-35[edit | edit source]

Strategy FastClimbing preStage7.png

Upgrade the pickaxe to tier V.

Saving up 100.000 gold for the 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 where to rest. While waiting for the gold to generate, keep harvesting resources: once to 12,800 wood and stone, it's done the heavy farming for the whole tier VII.

Upgrade gold mines one by one when possible.


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]

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 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 the pet has been trained and evolved, it should be already maxed and its contribution can be significant.

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.


Weapons[edit | edit source]

Consideration on weapons:

  • Bow:
    • annoying to use, having to press action every shoot;
    • single target damage;
    • high damage;
    • best choice for bosses and monsters.
  • 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.
  • Spear:
    • easy to use holding the action button;
    • fast attack requiring melee range;
    • average damage;
    • best choice for hunting monsters in late-game, tier VI+;
    • 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 Pet[edit | edit source]

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

Every 8 waves (until wave 96) a Boss will spawn: there won't be really 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]

If the player dies, he will lose only 25% of his resources: it seems that a patch changed this mechanic, removing the huge penalty of losing all weapon upgrades.

Anyway it could be possible to survive well even with a couple 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 really 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: do 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 corner can potentially make the game infinite.

Team base[edit | edit source]

Starting a Team Base Can Be Challanging,as Most Players who Join teams Are Newbies,and some Players are only named Player,making it Harder to Reconize (till the New Update a few weeks ago),Some Players May Spam Towers/Walls around the base being a waste of Resources and being A Time Waster because of removing time to upgrade the Base because its needed to Sell the Misplaced Walls/Towers

Before Placing Gold Shaft[edit | edit source]

Get a Team of 3 or 4,Then Make sure all of your teamates have 100 - 250 Stone and Wood, Give them the ability to Sell .

Wave 1 - 3[edit | edit source]

Divide your team into Classes,Class 1: the Defender (Kills Zombies attacking the Base),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 in The Base and destroy the Gold Shaft,Some Defenders might not Notice right away,Some Workers Have no weapons to Fend them off,And Some Zombies Might Sneak in the base,Before applying these classes,Get the Team to Get Resources if needed

Dont forget To have Gold Mines surrounding Your Gold shaft (1 in North,East,West,South and In North East,North West and South East and South West),Put Towers after Placing them,and Add Doors to get in or out

Wave 4 - 6[edit | edit source]

Defenders and Guards must Have at least a T (Tier) II Spear/Bow,Workers should have a T III Pickaxe,Walls and Towers Should be upgraded to Stone to be Prepared for a Boss Fight.

Wave 8 - 12[edit | edit source]

Make Sure you Killed the Boss since the New update makes Bosses give a ton of Gold,But Save up for a Gold tier,Weapons should be at T III or IV,Pickaxes Should be at IV or V, Tier 1 Zombies Are Also Now At Level 7-10, They Are Able To Break Tier 1 Walls In A Second.

Wave 12 - 21[edit | edit source]

At Wave 14, Tier 2 Zombies Will Start Spawning, Its Best To Upgrade The Walls To Tier 3, Since Tier 2 Walls Are Now Not As Effective As Defenses, At Wave 16, The Second Boss Wave Will Happen, The Bosses Have Stat Boosts, And There Are Now Two, Meaning You Will Need To Defend Well, By Wave 20, Tier 2 Zombies Will Be At Level 5-7, You Should Upgrade The Gold Stash To Tier 4.

Wave 21 - 35[edit | edit source]

At Wave 24, 2 More Buffed Bosses Will Spawn, And 1 Wave Later, The T 2 Zombies Will Be Level 7-10, Along With Level 1-3 T 3 Zombies Spawning Also, The Walls Should Also All Be T 3, And Towers Be At T 3-4.

Wave 36 - 45[edit | edit source]

3 Bosses Will Spawn At Boss Waves, And T 3 Zombies Will Be At Level 7-10, And T 4 Being At LVL (Level) 1-3, Also Most Buildings Are At T 4.

Wave 46 - 60[edit | edit source]

At This Point, T 4 Zombies Are Dissapearing, Its Mostly T 5, LVL 3-5 Zombies, The Base Should Start Being Upgraded To T 5.

Wave 61 - 70[edit | edit source]

The Base Should Be Fully Upgraded To Tier 5, And Partically Upgraded To Tier 6, 4 Bosses Now Start Spawning, And Zombies Are Now T 6 LVL 3-5.

Wave 70 - 80[edit | edit source]

Wave 81 - 90[edit | edit source]

Zombies Quickly Go Through T 8 And Go To T 9 LVL 1-3, Nearing Their Final Tier, The Entire Base Is Now T 7, And The Maximum Of 5 Bosses Now Starts Spawning. At Wave 86, The Gold Stash Now NEEDS To Be T 8.

Wave 101-124[edit | edit source]

After 3 hours of work, the T 10 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 defence towers are destroyed its all over, the defenders and guards are no match to the orange zombies since they will 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 T 8.

By Wave 124, All T 10 Zombies Are Now All At LVL 10.

Wave 124-199[edit | edit source]

Your cannot Pass Wave 130 unless you have less than 2 Players, The Bosses Stop Difficulty Increase Past Wave 162.