Zombie Siege Guide
What Is Zombie Siege?
Zombie Siege is a large-scale alliance defence event where your alliance must survive 20 escalating waves of zombie attacks. Every member's base is targeted by progressively stronger zombies. The more waves your alliance survives collectively, the better the rewards for everyone.
Zombie Siege rewards alliance-wide survival, not individual performance. Keeping weaker members alive through reinforcements earns more total rewards than one strong player surviving alone. Think team, not self.
How It Works
Event Structure
- R4 or R5 officers select the difficulty level to start the event
- Zombies attack in 20 waves of increasing strength, each wave lasting approximately 30 seconds
- Every alliance member's base is attacked simultaneously
- Each member gets 2 failed defences before being knocked out entirely — your base must be breached twice before elimination
- At higher difficulties (level 3+), multiple zombie groups attack simultaneously per wave
- From Difficulty 7, special Zombie Strikers may appear on waves 4, 8, 12, 16, and 20 — defeating them grants extra rewards
- Shields do not work — zombie attacks bypass shields entirely. Do not waste resources activating them
- The event rewards are based on how many waves your alliance clears collectively
Wave Progression
Zombie Power Per Wave (All 20 Waves, Every Difficulty)
This chart gives the approximate per-group zombie power for every wave (1–20) at each difficulty level, so you can judge wave by wave whether your wall will hold. Levels 1–7 are community estimates cross-referenced across multiple sources; Levels 8–12 are extrapolated from the same scaling trend, since no public figures exist for the higher tiers yet. The game doesn't publish exact wave power, so treat all of it as a planning guide and confirm against your own client — especially Levels 8+. Power scales with both the wave and the difficulty you pick.
Levels 1–7 — per-group power (millions):
| Wave | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 | Lvl 7 |
|---|---|---|---|---|---|---|---|
| 1 | 0.78M | 1.1M | 1.43M | 1.95M | 2.28M | 2.28M | 3.58M |
| 2 | 0.89M | 1.25M | 1.62M | 2.21M | 2.58M | 2.58M | 4.06M |
| 3 | 0.99M | 1.4M | 1.81M | 2.48M | 2.89M | 2.89M | 4.54M |
| 4 | 1.09M | 1.55M | 2.01M | 2.74M | 3.19M | 3.19M | 5.02M |
| 5 | 1.2M | 1.7M | 2.2M | 3.0M | 3.5M | 3.5M | 5.5M |
| 6 | 1.46M | 2.06M | 2.66M | 3.6M | 4.3M | 4.3M | 6.6M |
| 7 | 1.72M | 2.42M | 3.12M | 4.2M | 5.1M | 5.1M | 7.7M |
| 8 | 1.98M | 2.78M | 3.58M | 4.8M | 5.9M | 5.9M | 8.8M |
| 9 | 2.24M | 3.14M | 4.04M | 5.4M | 6.7M | 6.7M | 9.9M |
| 10 | 2.5M | 3.5M | 4.5M | 6.0M | 7.5M | 7.5M | 11.0M |
| 11 | 2.7M | 3.8M | 4.9M | 6.6M | 8.2M | 8.2M | 12.0M |
| 12 | 2.9M | 4.1M | 5.3M | 7.2M | 8.9M | 8.9M | 13.0M |
| 13 | 3.1M | 4.4M | 5.7M | 7.8M | 9.6M | 9.6M | 14.0M |
| 14 | 3.3M | 4.7M | 6.1M | 8.4M | 10.3M | 10.3M | 15.0M |
| 15 | 3.5M | 5.0M | 6.5M | 9.0M | 11.0M | 11.0M | 16.0M |
| 16 | 3.7M | 5.3M | 6.9M | 9.5M | 11.6M | 11.6M | 17.1M |
| 17 | 3.9M | 5.7M | 7.3M | 10.0M | 12.2M | 12.2M | 18.2M |
| 18 | 4.1M | 6.0M | 7.7M | 10.5M | 12.8M | 12.8M | 19.2M |
| 19 | 4.3M | 6.4M | 8.1M | 11.0M | 13.4M | 13.4M | 20.3M |
| 20 | 4.5M | 6.7M | 8.5M | 11.5M | 14.0M | 14.0M | 21.4M |
Levels 8–12 — per-group power (millions, extrapolated — confirm in-game):
| Wave | Lvl 8 | Lvl 9 | Lvl 10 | Lvl 11 | Lvl 12 |
|---|---|---|---|---|---|
| 1 | ~4.8M | ~6.3M | ~8.1M | ~11M | ~14M |
| 2 | ~5.5M | ~7.2M | ~9.3M | ~12M | ~16M |
| 3 | ~6.1M | ~8.0M | ~10M | ~13M | ~17M |
| 4 | ~6.7M | ~8.8M | ~11M | ~15M | ~19M |
| 5 | ~7.4M | ~9.6M | ~13M | ~16M | ~21M |
| 6 | ~9.0M | ~12M | ~15M | ~20M | ~26M |
| 7 | ~11M | ~14M | ~18M | ~23M | ~30M |
| 8 | ~12M | ~16M | ~21M | ~27M | ~35M |
| 9 | ~14M | ~18M | ~23M | ~30M | ~40M |
| 10 | ~15M | ~20M | ~26M | ~34M | ~44M |
| 11 | ~17M | ~22M | ~28M | ~37M | ~48M |
| 12 | ~18M | ~23M | ~30M | ~39M | ~51M |
| 13 | ~19M | ~25M | ~32M | ~42M | ~55M |
| 14 | ~20M | ~27M | ~34M | ~45M | ~58M |
| 15 | ~22M | ~28M | ~37M | ~48M | ~62M |
| 16 | ~23M | ~30M | ~39M | ~50M | ~65M |
| 17 | ~24M | ~31M | ~41M | ~53M | ~69M |
| 18 | ~25M | ~33M | ~43M | ~56M | ~72M |
| 19 | ~27M | ~35M | ~45M | ~58M | ~76M |
| 20 | ~28M | ~36M | ~47M | ~61M | ~79M |
Each figure is the power of one zombie group. Multiply by the number of groups for your difficulty to get the total power hitting your wall that wave: Level 1 = ×1 group, Levels 2–3 = ×2 groups, Levels 4–12 = ×3 groups (three groups is the cap). Example: Difficulty 4, Wave 15 = 9.0M × 3 groups = ~27M total. Your wall — your own troops plus any reinforcements — must withstand that combined hit. If your defence is well below a wave's total, drop a difficulty or call in reinforcements before it lands.
Higher difficulties unlock gradually as your alliance banks Radar Clue points and your Warzone matures (Levels 11–12 opened up around the end of Season 3). No community source publishes exact power for these tiers, so the Level 8–12 figures above are an estimate that continues the observed scaling — use them for rough planning and confirm the real numbers in your own event. If you can share what you see in-game, we'll lock in exact values.
Pre-Event Preparation
Individual Preparation
- Set your defence squad — this is the most important step. Many players forget to assign a defence squad and their base falls on wave 1
- Recall all troops — all marches, gathering parties, and deployed squads must be back in your base before the event starts. At minimum, your strongest formation must be home
- Select your strongest formation on your wall — make sure your best heroes and troops are assigned to base defence
- Heal all wounded troops — you want maximum strength going into wave 1
- Stop all other activities — do not send out gathering marches, rallies, drone missions, or any other deployments during the event
Alliance Coordination
- Announce the start time — give members at least 30 minutes notice so they can prepare
- Identify weak members — know who will need reinforcements before the event starts
- Assign reinforcement duties — stronger players should know which weaker members they are responsible for reinforcing
- Set up communication — have alliance chat or an external channel ready for real-time coordination
Before every Zombie Siege, remind your alliance to set their defence squad. This is the number one cause of early eliminations. A simple reminder in alliance chat saves members from losing out on the entire event.
During the Event
For All Players
- Stay online for the duration of the event if possible
- Monitor your base health — if your defences are struggling, call for reinforcements in chat
- Do not start other activities — no gathering, no rallies, no drone missions until the event ends
- Heal troops between waves — use the gaps between waves to heal wounded troops
For Strong Players
- Do not reinforce too early — early reinforcements can steal personal points from the player being reinforced. Let members defend on their own through the first waves
- Reinforce from wave 10 onwards — once weaker members start struggling, send troops to garrison their bases
- If you are knocked out, reinforce immediately — once your base is breached twice, send all remaining formations to support others
- Prioritise reinforcing the weakest — a strong player surviving alone earns less for the alliance than keeping three weaker members alive through reinforcements
- Communicate who you are reinforcing — avoid doubling up on the same base while leaving others unprotected
For Weaker Players
- Ask for help early — do not wait until your base is about to fall. Request reinforcements before you need them
- Accept all incoming reinforcements — do not accidentally reject garrison requests
- Focus entirely on defence — no offensive actions, just survive
Rewards
Zombie Siege rewards are based on collective alliance performance:
Alliance rewards are sent on Wednesday after reset. Personal rewards arrive by mail after the event ends.
Difficulty Selection
R4 and R5 officers choose the difficulty level (up to 12, unlocked progressively). The lower levels have a minimum HQ requirement; the higher tiers (8+) instead unlock as your alliance banks Radar Clue points and your Warzone matures. Wave-20 power per level (full per-wave figures are in the chart above):
Levels above 9 unlock gradually as your Warzone matures. Pick wisely:
- Too easy: Your alliance clears all 20 waves but rewards are minimal
- Too hard: Members get eliminated early and the alliance fails to clear later waves, missing out on the best rewards
- Just right: Your alliance clears all 20 waves with some challenge in the later stages. This maximises total rewards
Start conservatively if you are unsure of your alliance's collective strength. It is better to clear all 20 waves at a lower difficulty than to fail at wave 15 on a higher one.
To unlock higher difficulty levels, your alliance must collect Radar Clue points between sieges by completing radar tasks — defeating Doom Legion members, zombie kills, ally assists, gathering, and digging.
Strategy Tips
- Funnel defence resources to survival — the only thing that matters is keeping bases alive through 20 waves
- Reinforce early, not late — waiting until a base is about to fall often means it is too late. Send reinforcements before wave 10
- Coordinate reinforcement targets — avoid 5 strong players all reinforcing the same weak base while others go unprotected
- Track eliminations — if a member is eliminated, their reinforcement troops return. Redirect those troops to someone else still fighting
- Use the right hero composition for defence — tank heroes in front, damage dealers in back. Defence is about durability first
- Do not panic on tough waves — later waves are supposed to be hard. Losing some troops is normal. Focus on keeping bases standing
Common Zombie Siege Mistakes
- Not setting a defence squad — base falls on wave 1. Embarrassing and entirely preventable
- Troops deployed elsewhere — gathering marches or rally troops away from base mean weaker defence
- No reinforcements for weak members — strong players surviving solo while weak members fall early reduces total alliance rewards
- Starting other activities during the event — rallies, gathering, and drone missions pull troops away from defence
- Choosing too high a difficulty — alliance gets eliminated on wave 12 and misses waves 13-20 rewards
- No communication — members do not know when the event starts, do not set their defence, or do not ask for help
- Shields active — shields are disabled during the event. Activating them beforehand wastes resources
Alliance Leadership Checklist
- 1 hour before: Announce the start time and difficulty level in alliance chat
- 30 minutes before: Remind all members to set defence squads, recall troops, and stop other activities
- At start: Confirm the event is running and remind members to stay online
- Wave 5: Check in — is everyone surviving? Identify anyone struggling early
- Wave 10: Deploy reinforcements to weak members. This is where eliminations start
- Wave 15+: Focus all available reinforcements on keeping as many members alive as possible
- Post-event: Review results, identify what worked and what to improve next time
Related Guides
- Alliance Strategy Guide — alliance coordination and event management
- Squad Building Fundamentals — building a strong defence squad
- Daily Routine — planning your day around events
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