Your situation

No power to spare

Sandbag Package Furniture Packages 3000 g 3×3 cells Keeps indefinitely Sandbags that can be installed at defensive positions. (600 hit points) with Spike Barrier Package Furniture Packages 3000 g 3×3 cells Keeps indefinitely Spike Barriers that can be installed at defensive positions. behind it. Neither draws power; the spikes deal 15 back per bite, and the wall carries 3× the hit points of the other slot pieces. Both are workbench recipes with no level needed: 2 Waste Plastic, 1 Scrap Paper for the wall, 2 Broken Glass, 1 Scrap Metal for the spikes. Spend money on the door and window instead; no device is for sale.

A generator is running

Add Electric Trap Package Furniture Packages 3000 g 3×3 cells Keeps indefinitely Electric Traps that can be installed at defensive positions. for the slow, 50% for 5 seconds on 4 zombies, then Mechanical Chainsaw Package Furniture Packages 3000 g 3×3 cells Keeps indefinitely Mechanical Chainsaws that can be installed at defensive positions. for the damage, 24 a second at 0.25 power per point. Both stop with the power, so read what keeps it on.

A crisis is announced

The hordes are on the calendar: days 7, 14, 15, 34, 49, 61, 75, 95, the same for every character, and 7 of the 8 warn you 1 to 4 days ahead. Read the multiplier, not the wave count. Enhanced Zombie Horde multiplies every zombie’s damage by 10 and its speed by 1.3, so a hit of 8 becomes 26 damage a second from the heaviest attacker, with up to 40 on the field across both openings. Repair the barrier first; if the Tense state appears, stop everything else.

Open the equipment list Every door, window and defence device with hit points, damage, power a hit and whether zombies can walk past it.

A crisis sends the same 7 kinds with multipliers on them: on their damage, on their hit points, and for 4 of the scheduled hordes on their attack speed. The worst scheduled crisis in the game multiplies damage by 10, hit points by 2.5 and attack speed by 1.3. That is why a barrier that held one wave falls to the next: the kinds are the same, and everything about them is bigger.

The heaviest attacker is 500 hit points and 8 damage a hit. Under Enhanced Zombie Horde that becomes 26 damage a second from one zombie, with the attack-speed multiplier counted, and up to 40 on the field at once across the door and the window.

What you are facing

Every kind a scheduled crisis sends, toughest first, under the game's own name for it. Damage a second is its own attack rate, before any crisis multiplier.
Zombie Hit points Damage a hit Damage a second Move speed
Zombie (Mutant) 500 8 2 1
Elite Zombie 200 3 0.857 1.5
Zombie (Standard) 120 1 0.333 1.5
Soldier Zombie 120 2 0.571 1.5
Sluggish Zombie 120 1 0.25 1.5
Rotter 80 1 0.4 1.5
Frenzied Zombie 80 1 0.5 1.5

The spread is narrow apart from one outlier. Most are 80 to 120 hit points and 1 damage a hit; the Zombie (Mutant) has 500 hit points and 8 damage, and it is the only one of them that walks slower than 1.5, at 1.

The game’s files carry 2 further kinds that no scheduled crisis sends: Crawler and Climber. They are in the tables with full stats, and nothing on the calendar draws on them, so nothing on this page counts them.

What the crisis does to them

Every scheduled horde in calendar order, the same for every character: the day it starts, the day it warns you, and the multipliers it puts on every zombie it sends. An attack is one spawn at the door and the window together; the counts are the heaviest attack's. The hordes you lure yourself are further down.
Day Crisis Warned on Damage × HP × Attacks Most at once Sent
from 7 Zombie Siege day 6 ×3 ×1 1 4 6
from 14 Zombie Horde - Phase 1 day 13 ×5 ×1 1 4 6
from 15 Zombie Horde - Phase 2 no warning ×5 ×1 1 9 10
34 Zombie Horde day 33 ×6 ×2 2 21 21
49 Zombie Horde day 46 ×7 ×2 3 24 33
61 Major Zombie Horde day 58 ×8 ×2.5 4 34 40
75 Enhanced Zombie Horde day 71, 72, 73 ×10 ×2.5 5 40 60
95 Zombie Horde day 94 ×7 ×2.5 1 15 33

Open the crises list The whole crisis calendar: every horde, cold wave, rain, mold, rat infestation and outbreak with its days, and every wave a horde sends.

A zombie that does 2 damage a hit does 20 under Enhanced Zombie Horde. Nothing about your barrier changed between those two waves; the arithmetic on the other side did. Plan the wall for the multiplier you expect, not the one you have survived.

What stops them

The defence-slot equipment, by what it puts out.
Device Hit points Damage a second Targets Power a hit Blocks the way
Sandbags 600 none none none yes
Mechanical Chainsaw 200 24.00 4 3 no
Electric Trap 200 2.67 4 0.6 yes
Spike Barrier 200 15 back a bite none none yes

Mechanical Chainsaw Package Furniture Packages 3000 g 3×3 cells Keeps indefinitely Mechanical Chainsaws that can be installed at defensive positions. is the damage. At 24 a second across 4 targets it outputs 9× what anything else does. It is also the only one zombies walk straight past rather than having to break, so it thins a wave without slowing it.

Electric Trap Package Furniture Packages 3000 g 3×3 cells Keeps indefinitely Electric Traps that can be installed at defensive positions. is not about damage. Its 2.67 a second is negligible; what it does is take 50% off the speed of up to 4 zombies for 5 seconds. Everything behind it gets that time.

Spike Barrier Package Furniture Packages 3000 g 3×3 cells Keeps indefinitely Spike Barriers that can be installed at defensive positions. costs no power at all and deals 15 back to whatever bites it. On a wave of 80-hit-point zombies that is 6 bites to kill one for free, which is the whole case for it when the generator is already loaded.

Sandbag Package Furniture Packages 3000 g 3×3 cells Keeps indefinitely Sandbags that can be installed at defensive positions. , wall, and nothing else. At 600 hit points the piece carries 3× the hit points of the other slot pieces and deals nothing back, which is exactly what you want standing in front of them.

Where they come from

No shop sells any of the four. Each is a workbench recipe in its Defenses tab, with no Crafting level needed, made from the scrap the shops sell at $10 a piece; the two powered devices wait on the Defence level that unlocks their recipe. Money spent on a horde goes on the door, the window and the generator, and the devices come out of the scrap bag.

What each device is made from at the workbench, and what unlocks the recipe.
Device Materials Scrap cost Recipe needs
Sandbags 2 Waste Plastic, 1 Scrap Paper $30 nothing
Mechanical Chainsaw 2 Broken Glass, 2 Scrap Metal $40 Defense level 4
Electric Trap 3 Scrap Metal, 1 Broken Glass $40 Defense level 3
Spike Barrier 2 Broken Glass, 1 Scrap Metal $30 nothing

What to craft has the workbench itself and the rest of the bench.

Power is the real limit

What a device spends in power for each point of damage it deals.
Device Power a hit Damage a hit Power per damage
Mechanical Chainsaw 3 12 0.25
Electric Trap 0.6 2 0.30

The heavy device is also the more efficient one per point of damage, so the reason to run the lighter one is the slow, not the power bill. Either way both stop when the power does, read what it takes to keep the lights on before you build a defence that depends on a generator, and check the draw of everything else in the equipment list.

You can choose to bring them

Everything above happens on the schedule. Three items let you decide instead.

What each size of rotten meat draws, in the game's own words.
Item What it draws
Rotten Meat Strip Thrown out through a door or window, its stench draws a small pack of zombies. Rotted past rotting, and inedible.
Rotten Meat Chunk Several times the mass of a strip. The stench spreads wider and draws a full pack.
Rotten Meat Slab A whole bone-in side of rotten meat. Its stench floods the entire street and draws the largest crowd of all.

You throw one out through a door or a window. None of them is for sale: they turn up while you are out scavenging, so the choice is what to do with one you found rather than whether to buy it.

The reason to want a pack at a time of your choosing is that everything else about a horde is fixed. You know the schedule, so you can meet a pack with full doors, a charged battery and a working trap line, instead of meeting the next scheduled one halfway through a repair.

A lured horde is a crisis like the others, with its own multiplier: the lured hordes come at ×3, ×7, ×10 damage by the size of the crowd, and the largest matches Enhanced Zombie Horde, the hardest scheduled crisis, at ×10, with up to 44 on the field. Each holds the openings for 24 hours.

The reason not to is in the third row. The largest draws the largest crowd there is, and nothing about that is reversible once it is thrown.

The state that tells you it is going badly

The game raises a state called Tense when the way in is close to failing, and its wording is the clearest instruction in the game: "The doors and windows won't hold much longer! Nothing else matters—hold the house first."

Take it literally. Everything on this page is worth doing before that appears and worth abandoning after, because a barrier that falls costs more than anything you were going to do with the time.

Levelling Defence

What each Defence level adds, in the game's own words.
Level Rank What it adds
1 Apprentice Defender Can craft Sandbag and Spike Barrier
2 Skilled Defender Unlocks Molotov Cocktails. Unlocks proximal defense slots for purchase.
3 Veteran Defender Unlocks Electric Traps. Unlocks middle defense slots for purchase.
4 Fortification Engineer Unlocks Mechanical Chainsaws. Unlocks outer defense slots for purchase.
5 Fortress Master Unlocks Titanium Doors and Bulletproof Windows. Unlocks outermost defense slots for purchase.

Defence levels buy the devices: the first powered one at level 3, the second at level 4. The levels also promise rows of slots to put them in, and that half is the game’s own wording rather than something the tables carry: the ring is one flat count of 592 places with no level attached to any part of it, so this site cannot tell you which rows a level opens or whether it opens any.

What to do

  1. Put Sandbag Package Furniture Packages 3000 g 3×3 cells Keeps indefinitely Sandbags that can be installed at defensive positions. in front of anything that fights. It has 3× the hit points of the devices and no other job.
  2. Fit Spike Barrier Package Furniture Packages 3000 g 3×3 cells Keeps indefinitely Spike Barriers that can be installed at defensive positions. while you have no power to spare. It costs nothing to run and kills the weakest zombies in 6 bites.
  3. Add Electric Trap Package Furniture Packages 3000 g 3×3 cells Keeps indefinitely Electric Traps that can be installed at defensive positions. for the slow, not the damage, 50% for 5 seconds on 4 zombies is worth more than its 2.67 damage a second.
  4. Save Mechanical Chainsaw Package Furniture Packages 3000 g 3×3 cells Keeps indefinitely Mechanical Chainsaws that can be installed at defensive positions. for when the generator can carry it. It is the damage, but zombies walk past it, so it needs something behind it that blocks.
  5. Judge the wall by the multiplier, not the last wave. The hardest scheduled crisis multiplies damage by 10, and the barrier you fit has to hold against that.

Quick reference

  • Toughest zombie: 500 hit points, 8 damage, speed 1.
  • Hardest crisis: Enhanced Zombie Horde, ×10 damage, 40 at once, day 75.
  • Horde days: 7, 14, 15, 34, 49, 61, 75, 95; the first is Zombie Siege on day 7.
  • Most damage: Mechanical Chainsaw, 24 a second across 4, but they walk past it.
  • Best slow: Electric Trap, 50% for 5s.
  • No power needed: Spike Barrier (15 back per bite) and Sandbags.
  • Not for sale: every device is a workbench recipe, $30 to $40 of scrap each.
  • Devices come from Defence levels. The slots are one flat ring of 592 places and no table ties a row of it to a level.