ZW Codex

Apocalyptic Battlefield

A seasonal four-faction mode: 97 cities on a shared map, resource nodes to hold, a daily city battle and three branches of seasonal technology. The numbers below come straight from the game data.

Battle window
11:00–12:00, 16:00–17:00, 20:00–21:00 UTC
Battle days
Mon, Wed, Fri, Sun
Commands, 1st/2nd/3rd team
8 / 6 / 4
Troop durability
2,000
Durability repair
3,000 partsper 100
Cost per city clash
200
Cost per node
100
Max city level
15
Max raider level
75

How a season works

A season runs in three rounds. Each round has three phases: matchmaking, the fight for the cities, and settlement. Matchmaking splits the battle region's servers into groups of similar strength; every group holds four factions, each made up of several servers. Server transfers are frozen during matchmaking and allowed within your own faction during the fighting phase.

The nuclear wasteland has become an apocalyptic battlefield, where zombie hordes swarm resource areas and rival factions carve out their own territories. In the midst of this chaos, the battle for cities begins. Start from Bronze Rank, seize territory, clear zombies, and rally your alliance to conquer cities as you battle for the top of the season leaderboard and fight for supremacy in this post-apocalyptic world.

Round phases

Apocalyptic Battlefield — Rounds 1–3
  • Matchmaking phase: You will match with similarly ranked servers based on server strength this phase. Each match consists of four factions, and each faction covers several servers. Server transfers will be paused during the Matching Phase.
  • City fight phase: Four factions will fight for control of the city to earn glory during this phase. Players can boost their Combat Proficiency by using resources around the city to upgrade their Season Tech. Server transfers within factions are allowed during the Challenge Phase.
  • Settlement phase: This round will settle rewards based on player rankings and faction rankings within the match. Server transfers are allowed during the Settlement Phase.

Season stages

A round opens 13 stages. Each raises the level cap for cities and raiders and hands out troops: one at stage 1, a second at stage 4, a third at stage 8.

StageTroopsCities up toRaiders up to
Phase 1137
Phase 21412
Phase 32620
Phase 42725
Phase 52830
Phase 621035
Phase 721040
Phase 831145
Phase 931250
Phase 1031355
Phase 1131460
Phase 1231565
Phase 1331570

Factions and power

1
2
3
4

There are always four factions. The player ranked first by seasonal battle power automatically becomes the leader; ranks 2 to 5 become deputies. Leader and deputies can call a rally; the leader also appoints and removes deputies and edits the faction notice. If the leader stays offline for two days, the strongest active member replaces them. Any member whose seasonal power exceeds the leader's may challenge them — the duel follows arena rules, and a win hands over the leadership.

Deputies
5
Challenge cooldown
10 min
Troop 1/2/3 power
100 / 100 / 100%

Faction level

A faction earns experience from captures and battles. Each level raises the cap on the resource nodes it can work.

LevelExperienceNodes up to
15,0001
210,0002
315,0003
420,0004
525,0005
630,0006
735,0007
840,0008
945,0009
1050,00010
1155,00011
1260,00012
1365,00013
1470,00014
1575,00015

City battle

The city battle runs on Monday, Wednesday, Friday and Sunday in three one-hour windows: 11:00–12:00, 16:00–17:00 and 20:00–21:00 UTC (server time). Attacking or defending a city spends battle orders, which refill at midnight of each battle day. The leader or a deputy calls a rally on an enemy city bordering faction land; delegated troops march there on their own, and the target called first takes priority.

Rally cooldown
1 min
Rally targets
3
Rally merit bonus
+20%
Capital merit bonus
+30%
Merit is earned in city-battle clashes and spent in the season shop. A rally grants the whole faction a merit bonus on that city.

Durability and repair

Every troop has durability. A clash in the city battle costs 200, a fight over a resource node or a raider camp costs 100. A troop below 100 durability cannot take the field. Durability never regenerates on its own: repairs cost 3,000 parts per 100 durability, less with the repair-cost season tech.

Troop durability
2,000
Durability repair
3,000 partsper 100
Stamina
240 · every 3 min
Resource payout
every 5 min

Low-durability penalty

A battered troop fights worse in city battles: the lower its durability, the less damage it deals and the more it takes. Below 700 the penalty turns catastrophic — pull the troop back and repair it.

DurabilityDamage dealtDamage taken
1800–1899-5%+5%
1700–1799-10%+10%
1600–1699-15%+20%
1500–1599-20%+40%
1400–1499-35%+60%
1300–1399-40%+80%
1200–1299-45%+100%
1100–1199-50%+120%
1000–1099-60%+150%
900–999-65%+200%
800–899-70%+250%
700–799-80%+1,000%
600–699-90%+5,000%
500–599-93%+10,000%
400–499-96%+15,000%
200–399-99%+15,000%
0–199-99.9%+20,000%

Resources

Mines produce ore for seasonal technology, factories produce parts for repairs. Held nodes pay out automatically, and storage is capped.

Ore storage
3,000,000
Parts storage
3,000,000
Cities
97
Max node level
15