Zombie Siege (Season 4)
Zombie Siege in Season 4
Zombie Siege in Season 4 operates in a fundamentally different environment. The perpetual darkness on Evernight Isle makes zombies stronger, and if Blood Night overlaps with a Zombie Siege event, the difficulty spike is brutal. On the positive side, T11 troops, Tactics Cards, and Lighthouse coverage provide tools to handle the increased challenge.
For the full event mechanics, see the Zombie Siege Guide.
Zombies in dark zones are significantly stronger than in lit zones. If your alliance members are operating outside Lighthouse range during Zombie Siege, they face harder waves with weaker stats. Lighthouse coverage is not just helpful for Zombie Siege — it is essential. Members in the dark will fail earlier, require more reinforcement, and drag the alliance's overall wave completion down.
What Is Different in Season 4
Darkness Makes Zombies Stronger
The most impactful change for Zombie Siege:
- Zombies in dark zones have increased stats — they hit harder and take more damage to kill
- Members outside Lighthouse range face an effectively higher difficulty than members in the light
- The Light Buff provides bonus combat stats that help survive late waves
- Alliance-wide Lighthouse coverage is a prerequisite for pushing difficulty
Blood Night Overlap
The worst-case scenario for Zombie Siege in Season 4 is a Blood Night overlap:
- If Zombie Siege is active during a Blood Night window, zombie strength spikes dramatically on top of the already-higher Season 4 baseline
- Doom Elites may interfere with Zombie Siege waves — additional threats from the world map while defending
- Generator power consumption increases during Blood Night — Lighthouse range may shrink at the worst possible time
If Zombie Siege overlaps with Blood Night, lower your difficulty by 2-3 levels or ensure maximum Lighthouse coverage. The combined zombie power spike from darkness and Blood Night makes waves significantly harder than the same difficulty in any previous season. Do not assume your Season 3 difficulty level is safe if Blood Night hits during the event.
T11 Garrison Power
T11 troops provide meaningful defensive improvement:
- Armored Troopers are ideal for Zombie Siege — the defensive specialisation helps survive late waves
- Murphy with Armored Troopers and defensive Tactics Cards can hold against waves that would have overwhelmed T10 garrisons
- Assault Raiders provide faster kills but lower survivability — viable for early waves but risky in waves 15-20
Tactics Cards
Tactics Cards add a defensive layer:
- PvE Tactics Card loadout should be equipped — troop survivability and monster damage bonuses
- Defensive cards become more valuable than offensive cards in Zombie Siege — surviving waves matters more than killing faster
- Troop survivability cards reduce healing costs between waves
Season 4 Difficulty Selection
Difficulty selection must account for darkness and Blood Night risk:
The test remains the same: Clear all 20 waves with more than 10 minutes remaining = safe to increase. Failing = decrease by 1-2.
Season 4 Reinforcement Strategy
Before the Event
- Verify all members are in Lighthouse range — members in darkness need immediate Electrician support or relocation
- Check Blood Night timing — if overlap is possible, lower difficulty and prepare accordingly
- Top off Generators — Lighthouse must stay powered through the entire event
- Assign reinforcement providers — Murphy players with Armored Troopers are the best reinforcement heroes
During the Event
T11 Reinforcement Priority
- Murphy with Armored Troopers and defensive Tactics Cards is the best reinforcement in the game — send him to the weakest base
- Strong players who can solo all 20 waves should send their Murphy to reinforce weaker members
- Multiple Murphy reinforcements on the weakest bases can carry an entire alliance's wave completion
Murphy with Mitigation Master, T11 Armored Troopers, and defensive Tactics Cards in garrison can hold almost any wave. If your alliance has 2-3 players with this setup, they are your reinforcement backbone. Their own bases survive without Murphy — weaker members do not.
Blood Night Contingency Plan
If Blood Night overlaps with Zombie Siege:
- Top off Generators 5 minutes before Blood Night starts — Lighthouse range must not shrink during the event
- Do not send troops to fight Blood Night zombies — all troops should be in garrison for Zombie Siege
- Accept higher casualties on waves that overlap with the Blood Night window
- Reinforce earlier than normal — send help at wave 6-7 instead of waiting until wave 9
- Rally Doom Elites after Zombie Siege ends — do not try to do both simultaneously
Season 4 Preparation Checklist
- Verify all members are in Lighthouse range — move or support dark-zone members before the event
- Check Blood Night timing — adjust difficulty if overlap is likely
- Top off Generators — Lighthouse must stay powered
- Set defence squad with T11 troops — Armored Troopers for maximum survivability
- Equip PvE Tactics Card loadout — survivability and monster damage cards
- Recall ALL troops — nothing out on marches
- Heal all wounded troops — enter at full T11 strength
- Coordinate reinforcement assignments before the event starts
- Stay online — communicate wave-by-wave status
Common Season 4 Zombie Siege Mistakes
- Members in dark zones not relocating — they face harder waves and weaker stats. Move to Lighthouse range before the event
- Not checking Blood Night timing — overlap makes the event dramatically harder
- Using Season 3 difficulty without adjusting for darkness — darkness baseline makes zombies stronger even in the light
- Not equipping defensive Tactics Cards — survivability cards keep members alive through late waves
- Using Assault Raiders for garrison — Armored Troopers are the correct choice for Zombie Siege defence
- Letting Generators run dry during the event — Lighthouse shrinking mid-Zombie Siege exposes members to darkness penalties
- Reinforcing too late — in Season 4, reinforce early because darkness-boosted zombies escalate faster
Related Guides
- Zombie Siege Guide — full event mechanics
- Lighthouse & Electricity Guide — keeping Lighthouse powered during events
- Season 4 Tank Squad Guide — Murphy garrison strategy
- Season 4 Alliance Squad Coordination — reinforcement coordination
- T11 Troops Guide — Armored Troopers for defensive garrison