Zombs.io Wiki
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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!
FIX THE ROYALE GLITCH AT THE END OF THE MATCHES!!!!!!!!!!
 
  +
  +
== Solo Base ==
  +
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+).
  +
  +
Place gold mine in corner of map and get over 10k in supplies before you do
  +
  +
'''Note:''' unless stated otherwise, the upgrading chain is: stash > mine > resource harvester > wall/door/slow trap > arrow tower > cannon tower > bomb tower > mage tower > melee tower
  +
  +
=== Preparation ===
  +
Find a multiple [[Resources|resource]] spot, usually wood with rock is perfect to avoid spending too much in the pickaxe: :D
  +
  +
[[File:MultipleResources.png|frameless|100x100px]] [[File:MultipleResource2.png|106px|frameless]]
  +
  +
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.
  +
  +
[[File:GameObject DemonStone.png|frameless|150px]]
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  +
=== Waves 0-1 ===
  +
[[File:Strategy FastClimbing Wave1.png|frameless|right|200px]]
  +
  +
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 C.A.R.L. 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 C.A.R.L. grow.
  +
  +
<br style="clear: both;">
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  +
=== Waves 2-3 ===
  +
[[File:Strategy FastClimbing Stage2.png|frameless|right|200px]]
  +
  +
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.
  +
  +
<br style="clear: both;">
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  +
=== Waves 4-7 ===
  +
[[File:Strategy FastClimbing Stage3.png|frameless|right|200px]]
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  +
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.
  +
  +
<br style="clear: both;">
  +
  +
=== Waves 7-11 ===
  +
[[File:Strategy FastClimbing Stage4.png|frameless|right|200px]]
  +
  +
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.
  +
  +
<br style="clear: both;">
  +
  +
=== Waves 12-17 ===
  +
[[File:Strategy FastClimbing Stage5.png|frameless|right|200px]]
  +
  +
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.
  +
  +
<br style="clear: both;">
  +
  +
=== Waves 18-24 ===
  +
[[File:Strategy FastClimbing Stage6.png|frameless|right|200px]]
  +
  +
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. Once you're tier VI, you're base shoud be good to go from now until wave 51 (end-game). You could also upgrade all you're tools to tier V by now.
  +
  +
<br style="clear: both;">
  +
  +
=== Waves 25-35 ===
  +
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.
  +
  +
<br style="clear: both;">
  +
  +
=== Waves 36-41 ===
  +
[[File:Strategy FastClimbing Stage7.png|frameless|right|200px]]
  +
  +
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.
  +
  +
<br style="clear: both;">
  +
  +
=== Waves 42-55 ===
  +
  +
GRINDING TIME!
  +
  +
You will need to harvest wood and stone throughout these waves.
  +
Kill zombies to gain extra gold, so you can get 400,000 gold easily.
  +
  +
Patiently upgrade your mines, towers and walls (walls can be delayed until later in-game.
  +
  +
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 ===
  +
From now zombies can potentially break some wall blocks: if fighting alongside with a C.A.R.L. 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.
  +
  +
<br style="clear: both;">
  +
  +
=== Waves 101+ ===
  +
  +
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 your C.A.R.L 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.
  +
(Unless your base design is absolutely, completely and utterly brilliantly designed, AFK, zombie-proof, and player/troll-proof).
  +
  +
  +
<br style="clear: both;">
  +
  +
=== Weapons ===
  +
  +
Consideration on weapons:
  +
*'''Bow:'''
  +
**annoying to use, having to press action every shoot;
  +
**single target damage;
  +
**high damage;
  +
**best choice for hordes of 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.
  +
  +
<br style="clear: both;">
  +
  +
=== Monsters and C.A.R.L. ===
  +
  +
While the C.A.R.L. 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.
  +
  +
<br style="clear: both;">
  +
  +
=== Death ===
  +
  +
Upon death, players will lose only 25% of their resources: it seems that a patch changed this mechanic, removing the huge penalty of losing all weapon upgrades.
  +
  +
With this in mind, it could be possible to survive 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.
  +
  +
<br style="clear: both;">
  +
  +
=== Final Considerations ===
  +
  +
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:
  +
:[[File:Strategy FastClimbing AlternativeSetup.png|frameless|200px]]
  +
  +
<br style="clear: both;">
  +
  +
=== Record Making ===
  +
  +
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==
  +
*See [[User:Zojj1/ultbase|zojj ultimate base]].
  +
  +
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 ===
  +
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 ===
  +
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
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  +
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
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=== Wave 4 - 6 ===
  +
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.
  +
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=== Wave 8 - 12 ===
  +
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.
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=== Wave 12 - 21 ===
  +
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.
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=== Wave 21 - 35 ===
  +
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.
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=== Wave 36 - 45 ===
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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 ===
  +
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.
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=== Wave 61 - 70 ===
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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.
  +
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=== Wave 70 - 80 ===
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=== Wave 81 - 90 ===
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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.
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=== Wave 101-124 ===
  +
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.
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By Wave 124, All T 10 Zombies Are Now All At LVL 10.
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== Square Base ==
  +
A square base by yourself is good to get gold and resources quickly. However, if you want a highscore, then you need a max party in order to optimize your chances.
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Before you start, get at least 750+ of stone and wood.
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  +
Find an area that is dense with natural obstacles, including at least 1 combo. Place your gold stash in the middle of it.
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Wave 1
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Place your gold mines around your stash.
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Place a 2 block wall around the thing.
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Place bomb towers around the whole wall. Leave no gaps except for trees/rocks and the area where you are going to put a door to get to your resource mine.
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  +
Wave 2
  +
  +
Place another 2 block wall around the whole area except for trees/rocks and the door.
  +
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The next layer should be a mixture of your remaining bomb towers and arrow towers and cannons. You should run out of bomb towers and arrow towers.
  +
  +
Waves 3-4
  +
  +
Gather more resources.
  +
  +
Wave 5
  +
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Make another wall. Be sure to patch up any damage. This is the second last wall.
  +
  +
The next layer is made up of melee towers, mage towers, and cannons.
  +
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Wave 6
  +
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Last wall. Build all walls until the end of your gold stash's limits.
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Wave 7
  +
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Maintenaince, and upgrade your gold stash
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Wave 8
  +
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Boss, buy tier 3 spear to help kill it.
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Wave 9+
  +
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Keep upgrading your defences and repairing any damage. You should be able to last a long time. If you're playing on multiple tabs, close them once you have maxed out so it is easier
   
 
[[Category:Zombs.io]]
 
[[Category:Zombs.io]]

Revision as of 22:23, 18 April 2018

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 Base

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+).

Place gold mine in corner of map and get over 10k in supplies before you do

Note: unless stated otherwise, the upgrading chain is: stash > mine > resource harvester > wall/door/slow trap > arrow tower > cannon tower > bomb tower > mage tower > melee tower

Preparation

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

MultipleResources MultipleResource2

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

Waves 0-1

Strategy FastClimbing Wave1

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 C.A.R.L. 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 C.A.R.L. grow.


Waves 2-3

Strategy FastClimbing Stage2

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

Strategy FastClimbing Stage3

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

Strategy FastClimbing Stage4

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

Strategy FastClimbing Stage5

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

Strategy FastClimbing Stage6

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. Once you're tier VI, you're base shoud be good to go from now until wave 51 (end-game). You could also upgrade all you're tools to tier V by now.


Waves 25-35

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

Strategy FastClimbing Stage7

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

GRINDING TIME!

You will need to harvest wood and stone throughout these waves. Kill zombies to gain extra gold, so you can get 400,000 gold easily.

Patiently upgrade your mines, towers and walls (walls can be delayed until later in-game.

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

From now zombies can potentially break some wall blocks: if fighting alongside with a C.A.R.L. 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+

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 your C.A.R.L 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. (Unless your base design is absolutely, completely and utterly brilliantly designed, AFK, zombie-proof, and player/troll-proof).



Weapons

Consideration on weapons:

  • Bow:
    • annoying to use, having to press action every shoot;
    • single target damage;
    • high damage;
    • best choice for hordes of 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 C.A.R.L.

While the C.A.R.L. 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

Upon death, players will lose only 25% of their resources: it seems that a patch changed this mechanic, removing the huge penalty of losing all weapon upgrades.

With this in mind, it could be possible to survive 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

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


Record Making

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

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

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

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

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

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

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

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

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

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

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

Wave 81 - 90

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

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.

Square Base

A square base by yourself is good to get gold and resources quickly. However, if you want a highscore, then you need a max party in order to optimize your chances.

Before you start, get at least 750+ of stone and wood.

Find an area that is dense with natural obstacles, including at least 1 combo. Place your gold stash in the middle of it.

Wave 1

Place your gold mines around your stash.

Place a 2 block wall around the thing.

Place bomb towers around the whole wall. Leave no gaps except for trees/rocks and the area where you are going to put a door to get to your resource mine.

Wave 2

Place another 2 block wall around the whole area except for trees/rocks and the door.

The next layer should be a mixture of your remaining bomb towers and arrow towers and cannons. You should run out of bomb towers and arrow towers.

Waves 3-4

Gather more resources.

Wave 5

Make another wall. Be sure to patch up any damage. This is the second last wall.

The next layer is made up of melee towers, mage towers, and cannons.

Wave 6

Last wall. Build all walls until the end of your gold stash's limits.

Wave 7

Maintenaince, and upgrade your gold stash

Wave 8

Boss, buy tier 3 spear to help kill it.

Wave 9+

Keep upgrading your defences and repairing any damage. You should be able to last a long time. If you're playing on multiple tabs, close them once you have maxed out so it is easier