Zombie Waves Codex

Apocalyptic Battlefield

Soon

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
20:00–21:00
Orders per day
10
Troop durability
2,000
Regeneration
60/min
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 turned into an apocalyptic battlefield, with zombies occupying resource strongholds and major forces dividing the sand. The city battle begins, starting from the Bronze rank, occupying an area to eliminate corpses, and alliances to seize the city, compete for the top spot in the season, and compete for hegemony of survival in the apocalypse.

Round phases

Round 1
  • First round of matching stage: In this round, matches with similar strengths will be matched based on the strength of the servers in the war zone. Each group of matches is divided into four factions, and each faction contains several servers.
  • First round of challenge stage: In this round, the four forces will compete around the city to strive for power glory. Players can use resources around the city to improve seasonal technology and strengthen their own combat power. The challenge phase allows this force to transfer servers.
  • First round of settlement stage: In this round, rewards will be settled based on the ranking of players and forces in the game. The server transfer function will be enabled during the settlement stage.

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
Stage 1137
Stage 21412
Stage 32620
Stage 42825
Stage 52830
Stage 621035
Stage 721045
Stage 831250
Stage 931255
Stage 1031460
Stage 1131465
Stage 1231570
Stage 1331575

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 battle window opens daily. 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
5 min
Rally targets
3
Rally merit bonus
+20%
Orders per day
10
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 regenerates on its own, and paying parts speeds the repair up.

Troop durability
2,000
Regeneration
60/min
Stamina
120 · every 6 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
100,000
Parts storage
100,000
Cities
97
Max node level
15

Cost per city clash: 100 parts