Update 24 brings Zombie Tower back to Rivals for the 2026 Spooky Event as a temporary PvE challenge. Climb 17 floors with scarce ammo and no shop; there are no checkpoints. The Giant Chombie, with 5,000 HP, is waiting on the roof. Defeating it earns three free cosmetics. Candies and keys aren’t awarded, leaving those cosmetics as the mode’s only rewards.
Quick answer: Start with the Revolver and aim for enemy heads. Grab a Shotgun, Distortion or Assault Rifle from weapon drops, and punch Ghosts and Reapers with Fists. Let the Giant Chombie complete its third slam before you attack. Escape on your own to get Towerstone Fists.
Zombie Tower rewards and how each one unlocks
Each reward is tied to a different kind of escape. You escape by reaching the roof, beating the Giant Chombie and leaving on the helicopter.
| Reward | Type | Requirement |
|---|---|---|
| Chombie Head | Charm | Escape the tower, dead or alive |
| Zombie Wrap | Wrap | Escape the tower alive |
| Towerstone Fists | Skin | Escape the tower solo |
The charm still counts if you were knocked out during a team run, as long as your team escapes. The wrap requires you to be standing when the helicopter leaves. The skin requires a full solo clear. In 2025 the solo reward was the Towerstone Handgun. For 2026 it has been replaced by Towerstone Fists. Inside the event menu, the item tooltips read “Earned by escaping Zombie Tower solo” for the Fists and “Earned by escaping Zombie Tower” for the charm. You can use those lines to confirm which condition you met.
What Update 24 changed in Zombie Tower
The developers left the tower almost exactly as it was in 2025. The Update 24 notes list only these changes:
- The solo-clear reward is now the new Towerstone Fists.
- Weapon drops can only be picked up through the proximity prompt, not by launching into them. This stops accidental pickups.
- Chombies now spawn in a new, unannounced spot.
- Falling behind your group now spawns the new Grim Reaper instead of the usual swarm of 50 Reapers.
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Make several tower runs with a team before attempting a solo clear. This gives you a chance to learn the later floors and how Reapers behave without returning to floor 1 after each mistake.
Zombie Tower rules: waves, drops and ammo
Each floor runs several waves. The way up stays closed until every enemy is dead, so a single straggler stuck in a corner will stall the run. Health does not regenerate, and supplies do not refill between floors. Everything you spend has to come back from enemy drops.
| Drop | Looks like | Effect |
|---|---|---|
| Ammo (Max Ammo) | Floating ammo icon | Refills the weapon you are holding |
| Heal | Green plus | Restores 50 HP |
| Weapon | Hovering weapon symbol | Choose one of three weapons or Random |
| Team heal | Team revive drop | Revives all dead teammates (not in solo) |
Early floors are mostly about rationing. Headshots kill regular zombies fastest and cost the fewest bullets. Picking up ammo and health between fights keeps the Revolver going until your first weapon drop appears.

Getting the most out of ammo drops
An ammo drop only fills the gun in your hands. Before you walk over it, switch to the weapon with the least ammo left, or empty your current magazine into nearby zombies. If everything is already full, leave the drop where it is. Drops start flashing shortly before they disappear, so treat a flashing icon as your cue to grab it.

Movement and positioning
Standing still is how most runs end. Zombies spawn spread around each room, so circle the space to pull them into one group. Then fire into the middle of it or throw a grenade. Slides and slide-jumps get you out of attacks. Never retreat into a dead end, and on early cave floors stick to the main path rather than side branches.
Do not fall more than three floors behind your team. In Update 24, lagging behind summons the new Grim Reaper to “clean you up,” and it can appear on any floor.
Best weapons in Zombie Tower
Weapon drops appear after enemies die, usually first after the opening waves. Hold Q at the drop to open the “New Weapon Claim” menu. It offers three options from a fixed pool, plus Random, and the options change each time.
| Slot | Weapon pool |
|---|---|
| Primary | Distortion, Grenade Launcher, Minigun, Paintball Gun, Assault Rifle, Bow, Burst Rifle, Crossbow, Gunblade, RPG, Shotgun, Sniper |
| Secondary | Exogun, Slingshot, Flare Gun, Handgun, Revolver, Shorty, Spray, Uzi |
Minigun is a strong early pickup. Against groups on the lower floors, its automatic fire outperforms the Revolver.
Shotgun and Distortion are what you want by the top. Both still delete several enemies at once on the final floors.
Assault Rifle is the most flexible all-rounder if neither of those shows up.
RPG and Grenade Launcher hit hard and help clear early clusters, but they fall off higher up. Their splash can knock Reapers straight into you, so keep them as backups rather than finishing weapons.
Zombie Tower enemy types and counters
The tower has nine enemy types, including the boss. Health comes in two tiers, and the floor column shows where each type first shows up.
| Enemy | Health | Damage | First floor |
|---|---|---|---|
| Zombie | 75 / 150 | 25 | 2 |
| Helmet Zombie | 75 / 150 | 25 | 2 |
| Brute Zombie | 300 / 600 | 40 | 3 |
| Explosive Zombie | 75 / 150 | 150 | 4 |
| Ghost | 50 / 100 | 25 | 5 |
| Skeleton | 100 / 200 | 25 | 6 |
| Hunter Zombie | 75 / 150 | 25 | 6 |
| Reaper | 250 / 500 | 50 | 10 |
| Giant Chombie | 5000 / 10000 | 70 | 17 |
Zombie attacks only at close range, and a headshot takes it out for the least ammo. A Helmet Zombie can’t be headshot, so target its body unless your weapon can penetrate a Riot Shield. Brute Zombie moves faster than a regular zombie; shoot it from a distance first or finish it at close range with a Shorty blast.
Explosive Zombie sprints at you and detonates hard enough to kill a solo player in one hit. Kill it before it closes the gap. Ghost flies through walls but is fragile, taking two Revolver headshots or a few punches. Skeleton barely moves and lobs bones from across the room. Hunter Zombie leaps straight at your position, so keep your distance or use a grenade.
Reaper works like a tougher, harder-hitting Ghost and is the most dangerous regular enemy in the tower. Some later floors also add flag zombies. When one dies, nearby zombies get a speed boost, so kill it before the pack around it reaches you.
Grenade trick when you are surrounded
If zombies box you in, cook a grenade and hold it in your hand. It clears the crowd around you without damaging you. The same grenade also works well after you pull small zombies together around rock pillars on the early floors.

Zombie Tower floors 1 to 16, floor by floor
Difficulty is uneven. Some floors let you save bullets, and others are where runs die. Knowing which is which tells you when to spend.
| Floor | What spawns | How to play it |
|---|---|---|
| 1–2 | Regular zombies | Fists only |
| 3 | First special zombies | Body-shot helmets |
| 4 | Explosive Zombies in wave 3 | Shoot from range |
| 5 | Ghosts only | Fists, straight lines |
| 6 | Hunter Zombies, Skeletons | Grenades or distance |
| 7 | Early Explosive Zombie rush | Keep moving, grenade |
| 8 | Ghosts, zombies, Skeletons, flags | Careful positioning |
| 9 | Ghosts | Fists |
| 10 | Piñata, first Reapers | Kite, Shotgun |
| 11 | Zombies from water | Watch the water |
| 12 | Hunters both sides, Reapers | Hunters first |
| 13 | Lava zone, Skeletons, Reapers | Back-step, punch Reapers |
| 14 | Wide map, Reapers in wave 1 | Survive wave 1 |
| 15 | Heavy Reaper waves | Fists, kill Skeletons fast |
| 16 | Many waves, Reapers last | Guns early, Fists late |
Floors 1 to 9: bank your ammo
While zombies climb from their spawn points, they can’t damage you; on floor 1, approach and punch them. Fists work on the Ghosts found on floors 5 and 9: slide-jump through the group and swing as you pass. Floor 7 is an early exception, beginning with a rush of Explosive Zombies. Keep moving and use grenades freely.
Floors 10 to 12: the Reapers arrive
On floor 10, smash the hanging Piñata to unleash all zombie types together, bringing in the first Reapers as well. The room gives you space to kite the entire group. Watch the water on floor 11, where zombies emerge. On floor 12, Hunters enter from both sides of the central lava pool. Take out the Hunters and Skeletons first, then run around the pool to line up Reapers for your Fists.
Floors 13 to 16: where runs end
Floors 13 and 15 cause more failed climbs than any others. Reapers move diagonally to cut you off. Step straight back once to draw them into a line, then advance while swinging Fists, as you do with a Ghost. If your ammo runs out on floor 13, continue stepping back and punching until ammo drops show up. Use grenades on the Skeletons left over. Circling the pillars can also gather Reapers, but RPG or grenade splash can send them flying into you.
Floor 14 is a wide map whose first wave includes Reapers. Survive that wave and the rest go smoothly. Waves 1 and 2 of floor 15 are Reapers only. Wave 3 adds Skeletons at the back of the map, and you should kill them, or knock them into the lava, before the Reapers arrive. Floor 16 holds Reapers and Ghosts back until the final wave. Spend ammo freely before that, finish with Fists, and watch your footing in the narrow alleys.
How to beat the Giant Chombie on floor 17
With 5,000 HP, the Giant Chombie will outlast whatever ammo you have left. It has a single attack, a leap that slams down on your position for 70 damage.
Escaping Zombie Tower or losing the round
The escape is complete once you kill the Giant Chombie and board the helicopter. The table at the top lists the conditions for each reward. Escaping earns the Chombie Head charm; surviving also grants the Zombie Wrap, while escaping solo grants Towerstone Fists. Check the item tooltips in the event menu to verify that you received them.
If you die, a “ROUND LOST” screen names what killed you, for example “Brute Zombie eliminated you.” The options are Rematch, Play Again, Leave and To Hub. Nothing carries over between attempts. Every new run starts back at the cave entrance with a fresh choice of starting weapon, and the Spooky Event mode is only around for a limited time.





