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Starting the game Edit

Green pointer

Upon starting the game, the player will find Bob the Necromancer facing a building, such as a house. Clicking or tapping[1] the house will cause Bob to fire a magic bolt at the building, dealing damage to it. After dealing sufficient damage, the house will crumble, dropping skulls (the primary currency for this game) and possibly letting out one or several panicking villagers running around ablaze. Tapping/clicking those villagers will also yield skulls. Collecting skulls and using them to purchase monsters and upgrades will give Bob and the monsters higher damage in order to take on more difficult challenges.

SkullsEdit

Main article: Skulls

Skull

Skull is an in-game currency that allows players to buy and upgrade monsters. Players receive them through destroying buildings and killing villagers, also players can buy them at the Diamond Deal store.

DiamondsEdit

Main article: Diamonds

Diamond

Diamonds is a secondary currency in the game. Players use diamonds on skipping progress and upgrading buildings in Hell, and to use them in Diamond Store. Players can purchase Diamonds for real money, but they also get dropped by killing villagers.

Critical damageEdit

As the player progresses through the game, when the player taps/click it is noticeable that, sometimes, Bob's damage will pop up in a red, bigger font. This means Critical damage. Critical damage has a base chance of 1% and deals double tap/click damage. It is possible to increase the critical damage percentage, but only through particular monster's skills (namely The Big Plague's skill Small Pox and Swarm of Bats' NANANANANANA). There are few items that increase critical damage percentage.

SleepingEdit

Monster01BobSleeep

Bob is asleep

If players do not deal tap damage for a few minutes then Bob will start falling asleep because he is inactive. At the start of the game it has no effects on gameplay, but as player start to receive items such as Power Potion then the sleeping will grant an effect based on item's brief description.

Progression Edit

Every building destroyed counts towards Difficulty progression. Each difficulty contains a gauntlet of 10 buildings. The 10th building in a difficulty possesses much higher health, but also always lets out 5 screaming villagers (meaning more skulls). After every 5 levels of difficulty the player will face a boss, namely, the Blacksmith's Union.

BossesEdit

Main article: Bosses

Boss Wizard Bubble

They are a bunch of warriors engaging the player while a wizard floats above them in a bubble. The player has 30 seconds to defeat them. Items, such as the magic ring, can extend that time. If the player fails to defeat the boss in time, you are thrown back into the last stage of the last difficulty you faced. There is no punishment for not defeating the boss within the time limit. The Blacksmith's Union's wizard will sometimes carry another bubble linked to his' by a tether. That second bubble contains White Orbs.

Broken OrbsEdit

Main article: Orbs

Orb broken

Defeating the wizard will burst the bubble, causing the Orbs to fall on the floor and break. These broken orbs will then be put into the player's inventory. In their broken state, orbs are useless, but upon either activating a time portal, or using the Diamond purchase skill Fast Time Travel, the broken Orbs will be repaired.

MapEdit

Main article: Map

Main Page WorldMap

The game is divided by areas in a large map. Each area comprises a certain number of difficulties, ranging from 20 at the beginning of the first map up to 1000 at the end of the third map. The map works like sort of a dungeon: By clearing an area, you unlock the areas adjacent to it, which might lead to treasures or harder areas. The goal of the game is to clear all areas of the map, then to progress on to the world map, and clear the subsequent kingdoms.

Treasure ItemsEdit

Main article: Items

Red Chest

In game exist various items that you can receive through chest, crafting and Devil Deals. Beside White Orbs and Minions, Items play big roll in game progression.

Item Stacking Edit

Items in this game, with a few notable exceptions, stack additively, not multiplicatively. And they not only stack additively within the same kind of item, but they stack additively across the entire Items category. So, following a simple reasoning, it is easy to observe that stacking several items has diminishing returns and why it is cumbersome to do so.

Say the player has the Zombie Horde minion doing 1000 damage and no items. The player collects a Rare Zombie Horde's Eye giving 50% bonus to the Zombie Horde's damage. The Zombie Horde will now do 1500 damage. After collecting a second Rare Zombie Horde's Eye, the Zombie Horde now has a 100% bonus to damage, effectively doubling the damage to 2000.

If the player gets two more Rare Zombie Horde's Eye (a total of 4), the Zombie Horde now has a 200% bonus to damage, so the effective damage is now 3000.

If the player now gets a Rare Power Potion giving 50% bonus to damage when Bob sleeps, the Zombie Horde now has a 250% bonus damage since different items stack additively, so the effective damage is now 3500.

Despite having the same value of bonus (50% damage), each new item has a lower actual effect :

  • 1st item : effective damage 1500, so 50% improvement over base damage
  • 2nd item : effective damage 2000, so 33.33% improvement over 1 item
  • 3nd item : effective damage 2500, so 25% improvement over 2 items
  • 4th item : effective damage 3000, so 20% improvement over 3 items
  • 5th item : effective damage 3500, so 16.67% improvement over 4 items
  • and so on

DPS Edit

How DPS is working in ZombIdle

How DPS is working in ZombIdle

Explanation by Lachhh

Total DPS consists of a few factors which are multiplied together. Those factors are:

Non-tap monsters' DPS Edit

  • Damage: D1 x 1.035(L-1)

Where D1 is the damage of the monster on level 1, and L is the current level of the monster. This formula only calculates the damage you get from buying the next level of the monster.

If you want to get the total damage of the monster, you have to calculate the sum of all levels from 1 to L using a geometric series formula.

  • Total damage: D1 x (1 - 1.035(L-1)) / (1 - 1.035) + D1

Monsters' passive abilities Edit

From monsters multiplier = [Ability #1] * [Ability #2] * (1 + [Ability #3] * [Monster's level]) * [Dem Big Pockets]
  • Ability #1 - Adds 25% minion's dps (substitute 1.25 into formula if bought, otherwise 1)
  • Ability #2 - Adds 50% minion's dps (substitute 1.50 into formula if bought, otherwise 1)
  • Ability #3 - Adds 2% minion's dps per minion's level (substitute 0.02 into formula if bought, otherwise 0)
  • Giant Zombie's Dem Big Pockets ability adds 5% non-tap monsters' dps (susbtitute 1.05 into formula for any monster if bought, otherwise 1)

Monsters' active abilities Edit

From skills multiplier = 1 + ([Monster specific skill] + [King's Presence]) * [Son of the Lich]
  • Monster specific skill - two minions have specific for them skill which insceases only their dps.
    • Spectral Reposession - Adds 400% Specter's dps (only applicable for Blue Specter, substitute 4 into formula if activated, otherwise 0)
    • Pastafury - Adds 700% Squid's dps (only applicable for Flying Squid, substitute 7 into formula if activated, otherwise 0)
  • King's Presence (The Tomb King) - Adds 100% dps to all non-tap monsters (substitute 1 into formula if activated, otherwise 0)
  • Son of the Lich - Doubles skills' effect (substitute 2 into formula if activated, otherwise 1)

White Orbs Edit

White Orb

Main article: Orbs

From orbs multiplier = [# of White Orbs] * [% per White Orb] * (1 + [# of Black Orbs] * 0.5) / 100%

Black Orbs Edit

Black Orb

Main article: Orbs

From black orbs multiplier = [Black Necklace multiplier] * [Carl's Toenails multiplier]

Black Necklace Edit

If player possesses Item Black Necklace Black Necklace, then the following formula gives the correct multiplier

Black Necklace multiplier = 2[# of Black Orbs]

otherwise the multiplier is equal 1

Carl's Toenails Edit

If player possesses Carl's Toenails Carl's Toenails, then the following formula gives the correct multiplier

Carl's Toenails multiplier = 2 * 3[# of Black Orbs]

otherwise the multiplier is equal 1

Items Edit

Main article: Items

Hell Edit

Hell Armory Level3

Main article: Hell

There are many buildings in Hell which enhance Bob and his team in various ways. Armageddon Armory is the building which gives a constant boost to all monsters DPS depending on its level.

Level Cost Effect Multiplier increase* Construction Time
1 25 Diamond Diamonds Add 100%to non-tap monsters x2 30 minutes
2 50 Diamond Diamonds Add 500% to non-tap monsters x3 4 hours
3 100 Diamond Diamonds Add 2,300% to non-tap monsters x4 12 hours
4 200 Diamond Diamonds Add 12,000% to non-tap monsters ~x5 1 day (24 hours)
5 500 Diamond Diamonds Add 60,000% to non-tap monsters ~x5 2 days (48 hours)
6 750 Diamond Diamonds Add 450,000% to non-tap monsters ~x7.5 3 days (72 hours)
7 1000 Diamond Diamonds Add 2,250,000% to non-tap monsters ~x5 5 days (120 hours)
Total 2625 Diamond Diamonds Add 2,250,000% to non-tap monsters x22,501 280 hours 30 minutes

* relative to previous multiplier.

Achievements Edit

Main article: Achievements

Carl the Monolith Edit

Main article: Carl the Monolith

Icon Carl Monolith

Carl the Monolith is the last and the most expensive creature from hell Bob can summon, however his presence is indipsensable. Each level of Carl multiplies DPS of each monster by 3, which means the overall DPS is multiplied by 3.

From Monolith = 3[Carl's level]

Shards Edit

Shards are the most effective way to increase overall DPS. Currently there are 3 types of shards:

  • Splinters - the smallest and the weakest but also the cheapest. Splinters multiply DPS (War splinter War Splinter) by 1.1
  • Shards - the more powerful version, can be made from 3 splinters of the same type. Shards multiply DPS (War shard War Shard) by 2
  • Big Shards (Fat Shards) - most powerful but the most expensive as well. Currently there's no way to obtain them other than crafting. Big Shards multiply DPS (Mayhem Shard Mayhem Shard) by 6

Shard conversion Edit

By using Forge player can convert weaker shards to the stronger ones:

  • 3 splinters to 1 shard results in ~x1.50262960 DPS increase.
  • 2 shards to 1 big shard results in x1.5 DPS increase.

Deals Edit

Scroll

Main article: Deals

In Zombidle there are two special deals which boost total DPS:

Both are limited to only 60 seconds. By upgrading Chaos Resort you can increase the multiplier of each deal.

Total damage calculation Edit

According to Lachhh, the following is the formula to calculate the monster's damage:

A x B x C x D x E x F

Where:

  • A is base damage
  • B is Passive Skill bonus modifier
  • C is Active Skill bonus modifier
  • D is Item bonus modifier
  • E is Hell Building bonus modifier
  • F is Orbs bonus modifier

Base damage refers to the raw damage of the monster following the aforementioned formula.

Passive Skills are the skills purchased with skulls that every monster have, some have 3 and an Active Skill, others have 4. But all monsters have at least 3 skills that modify their damage: one that increases their DPS by 25%, another one that increases their dps by 50% and a final one that increases their DPS by 1~2% for each level they have (also affects their growth).

Active skills are skills that, once activated, increases one/all monster's DPS. In example, Blue Spectre's Spectral Repossession. It increases Blue Spectre's DPS by 400%, which translates into five times it's current damage.

Items are the ones acquired by opening Red/Blue chests or purchasing with White Orbs. There are some which increases a specific monster's DPS, and there are others which increase all monsters overall damage.

Hell provides 2 buildings that directly affect DPS: Armageddon Armory (for non tap monsters) and Golden Shower of Deathness (for Bob specifically). So when taking damage calculation for non tap monsters, use the damage bonus from the Armory in E. When calculating Bob's damage, use GSoD's damage bonus.

Finally, Orbs grants damage bonus to ALL creatures (including Bob). Please refer to the page (link in Progression section) for further explanation.

If you want to calculate the total damage done, including the multipliers you can use the following formula for damage:

  • Damage: D1 x ( 1,25x 1,5x1,02^L) x (C x D x F x E) x L/(L - 1)

Tap damage Edit

  • Bob's passive abilities
  • Items
  • Hell
  • Critical hit

Skulls Edit

  • Black Orbs
  • Monsters' passive abilities
  • Monsters' active abilities
  • Items
  • Achievements
  • Hell
  • Shards
  • Deals

Monsters' Skull Cost Edit

  • Skull cost: S1 x 1.05(L-1)

Where S1 is the skull cost of the monster at level 1, and L is the current level of the monster. This formula only calculates the skull cost for buying the next level of the monster. If you want to get the total costs you have to calculate the sum of this formula in the same way as with the damage formula.

Hell Edit

Hell Bank Level5

Main article: Hell

There are many buildings in Hell which enhance Bob and his team in various ways. Corporate Bank of Capitalism is the building which gives a constant boost to skull's value depending on its level.

Level Cost Effect Multiplier increase* Construction Time
Hell Bank Level1
Level 1
40 Diamond Diamonds Add 100% skull's value x2 30 minutes
Hell Bank Level2
Level 2
75 Diamond Diamonds Add 500% skull's value x3 4 hours
Hell Bank Level3
Level 3
150 Diamond Diamonds Add 2,300% skull's value x4 12 hours
Hell Bank Level4
Level 4
300 Diamond Diamonds Add 12,000% skull's value ~x5 1 day (24 hours)
Hell Bank Level5
Level 5
750 Diamond Diamonds Add 60,000% skull's value ~x5 2 days (48 hours)
Hell Bank Level6
Level 6
1000 Diamond Diamonds Add 450,000% skull's value ~x7.5 3 days (72 hours)
Hell Bank Level7
Level 7
1000 Diamond Diamonds Add 2,250,000% skull's value ~x5 5 days (120 hours)
Hell Bank Level8
Level 8
1000 Diamond Diamonds Add 11,250,000% skull's value ~x5 5 days (120 hours)
Hell Bank Level9
Level 9
1000 Diamond Diamonds Add 56,250,000% skull's value ~x5 5 days (120 hours)
Total 5315 Diamond Diamonds Add 56,250,000% skull's value x562,501 520 hours 30 minutes

* relative to previous multiplier.


Shards Edit

Shards are the most effective way to increase overall DPS. Currently there are 3 types of shards:

  • Splinters - the smallest and the weakest but also the cheapest. Splinters multiply skull's value (Greed splinter Greed Splinter) by 1.1
  • Shards - the more powerful version, can be made from 3 splinters of the same type. Shards multiply skull's value (Greed shard Greed Shard) by 2
  • Big Shards (Fat Shards) - most powerful but the most expensive as well. Currently there's no way to obtain them other than crafting. Big Shards multiply skull's value (Fortune Shard Fortune Shard) by 6

Shard conversion Edit

By using Forge player can convert weaker shards to the stronger ones:

  • 3 splinters to 1 shard results in ~x1.50262960 skull's value increase.
  • 2 shards to 1 big shard results in x1.5 skull's value increase.

Deals Edit

Scroll

Main article: Deals

Tapping/Clicking vs Idling Edit

Players often discuss which is the best way to deal more damage: madness clickfest or idle DPS. More experienced players suggest that idling is more efficient than tapping/clicking due to the following reasoning:

Monster damage growth is far superior than Bob's in terms of cost/benefit. In other words, Bob's upgrade price for each level grows exponentially costlier despite his mediocre damage increase per level, whereas monsters' DPS growth is consistent (do note the previous section's content, though). Also, there are two determining factors that allows monster's damage to outshine Bob's: Hell Buildings and Power Potion.

  • Armageddon Armory in Hell increases non-tap monsters damage by 100% on level 1. This effectively doubles monsters' DPS, whereas Golden Shower of Deathiness increases Bob's damage by 5% of total DPS.
  • Power Potion increases non-tap monsters damage by a certain percentage when Bob sleeps (the player goes AFK for a while). By gathering enough Power Potions, one can actually double non-tap monsters damage.

This makes Bob essentially useless after a few resets (in other words, gathering lots of White Orbs). You only need to pump Bob's damage for the Bob-only challenges, where he is the only source of damage for this area. Even taking this into account, all one has to do is build the first level of the Golden Shower of Deathness, and the player will easily clear a particular challenge, provided the monster's DPS is of a high enough level. This is also untrue when using the Blackest of Plagues from the Big Plague along with Son of the Lich from the Black Lich, and modifiers from the Golden Shower of Deathness which allows Bob's tap damage to exceed the damage lost from Power Potions for the duration of the abilities. The only way to do "Idle DPS" is by acquiring or crafting items with the "Add ___% to all DPS when Bob sleeps" effect, which are Power Potions, Ultima Potions and Elixirs of Madness. They stack additively with every other DPS increasing items.

  • A single Power Potion is giving the same bonus as two Power Axes of the same rarity. Since 3 Axes are needed to craft a Power Potion, crafting a Power Potion is not recommended. Especially when you can use 2 Axes and an Ectoplasm Ball to have a Magic Axe, giving 300% bonus DPS to all monsters. 2 Magic Axes are also favorable to a single Ultima Potion when it comes to crafting, as 2 Magic Axes only take 4 Power Axes for 600% where A Ultima Potion takes 9 Power Axes for 500%.
  • A single Power Potion is giving the same bonus to a single monster as a regular Monster Item of equal rarity. Limiting a Power Potion's priority over monster items either as a crafting material (for Piggy Banks of Doom or Pearl Necklaces for instance) or as a consistent DPS boost early on when the monster of choice for level and item upgrades hasn't been acquired yet. As for upgrading monster items through crafting, items from different monsters can be used to upgrade a specific one (For instance, Squid's Teddy Bear + Zombie Horde's Eye + either one of the previous two = improved King's Collar).

Apart from the obvious possibility to tap virtually endlessly with no penalty to DPS, another advantage tapping has over idling is the possibility to use the Sloth Form skill (10 tap per second) combined with Blackest of Plagues (50% to do crits, 2x damage by default) and Son of the Lich (2x skill effects, which makes 100% crit chance). Which makes a total of 40x regular tap damage. Since The Golden Shower of Deathliness adds 5% of total DPS to tap DMG, this allows us to get 5x40%=100% of the total DPS for the entire duration of Sloth Form for each time the Golden Shower is upgraded/purchased, all of which gains another 100% with the Power Necklace, since crit damages are doubled.

Dynamic Bosses Edit

Dynamic bosses are special kind of bosses who cannot be killed but instead they increase their level by a value specific for them each time they are defeated. Although you are not able to kill them, you may only challenge them once per timeline. In order to fight them again, you have to use Time Portal and reset part of your progress.

Currently in game there is only one dynamic boss that is not bound to any event - The Angel. His level increases by 250 each time he is defeated. He drops special Divine items he is the only source of Orb Splinter Orb Splinters.

The other dynamic bosses exist in the game only for the time on an event. Usually their level increases by 10 and they drop event currency or some items.

Event mechanics Edit

Events' types Edit

In Zombidle there are two types of events:

  • Special currency based events - in these events player is supposed to collect special currency by destroying houses in order to be able to purchase special new items.
  • Challenges based events - in these events player must complete special challenges to collect special items.

Both types also often bring a special map in the theme of the event into the game.

Event currencies Edit

Soft Cap Edit

Event2

Since v1.03.047

The soft cap increases by a constant value every 4 hours from a fixed time set by the developers. The game uses a difference to figure out your drop chance:

Difference = cap - [ever collected]

The chance is calculated using the following procedure:

  • If the difference is greater than 200, your chance is 4%.
  • If the difference is less than 0, your chance is equal 0.1%.
  • Otherwise the drop chance is calculated using lerp (linear interpolation) function, which means that your chance decreases linearly as you get closer to the cap:
Chance = (difference / 200) * 3.9% + 0.1%

It's important to note that the soft cap doesn't block currency drops if you are beyond the cap, but your drop chance is 0.1%.

Hard Cap Edit

Removed in v1.03.047

The hard cap increases by a constant value every 4 hours from a fixed time set by the developers. The game uses a difference to figure out your drop chance:

Difference = cap - [ever collected]

The chance is set to 2% if your difference is greater than 200, otherwise it is calculated using lerp (linear interpolation) function, which means that your chance decreases linearly to 0.1% as you get closer to the cap and immediately drops to 0% once you reach the cap.

Chance = (difference / 200) * 1.9% + 0.1%

Unlike the soft cap, the hard cap completely blocks currency drops once you hit the cap.

References Edit

  1. Instead of clicking with the mouse, you can also mash the keyboard, just make sure the cursor is placed accordingly.