"No one knows for sure what tragedy befell the planet known as Z.
Remnants of a once thriving and advanced civilization can be found all over the surface, which is now a cold and barren wasteland.
Ancient texts describe a catostrophic meteor strike that somehow transformed the planet's inhabitants into what lurks there now - a race of savage creatures known as Zomblocks.
These beings seem to be driven single-mindedly in their goal to consume all other forms of life. Should they succeed, the Blockverse will be left cold and lifeless."
-- In-game description
The slow and tough Zomblocks are a playable race in Block Fortress: War, and the third playable race available after conquering Planet Z twice.
Heroes[]
Overlord[]
Overlords are the leaders of the Zomblock horde. They are ferocious melee fighters and project and aura that increases the damage of nearby units. They have no ranged attack.
Abilities:[]
Frenzy - Nearby units do significantly more damage, but also take more damage.
No Pain - Nearby units are almost immune from ranged weapons for a short amount of time.
Consume - Hero takes hp and attack damage from all nearby units (friend or foe) and adds them permanently to your hero (Except enemy heroes!)
Stats:[]
HP1 | 700 |
---|---|
Speed2 | 3 |
Attack3 | 33 |
Piercing4 | 60% |
Range5 | 0 |
Armor6 | 40 |
Dodge7 | 0% |
Block8 | 0% |
Note:
1HP: The amount of damage a unit can take before dying.
2Speed: The move speed of a unit, that is, how fast it moves.
3Attack Damage: The average damage a unit's main weapon does.
4Piercing: The percent of armor that is ignored when attacking
5Range: The range of a unit's main weapon, i.e. how far can it shoot
6Armor: A percentage that damage is reduced when attacked. Note that some armor only applies to ranged or melee attacks.
7Dodge: A percent chance for a unit to dodge an attack and cause it to miss. Units cannot dodge attacks that do damage in an area, such as the Mortar.
8Block: A percent chance for a unit to block an attack from the front. Block percentage is reduced when units are engaged in melee combat. Note that weapons with 100% armor piercing cannot be blocked.
Brute[]
Like giants,Brutes are nearly impossible to kill. But They are constantly mutating and seem to grow more powerful and numerous over time.
Abilities:[]
Charge: The brute will charge to where you make him charge to, knocking away enemies from him if he charges into them, like an angry bull ready to strike the contestant in a bull match. This is a good tactic early game when fighting block men. They can ball up and you can charge at them to interrupt fight and break formation.
Mutate: He will permanently gain 200hp as well as a damage and speed bonus.
Split: He will split into 2 units with half the hp of the original.
Stats:[]
HP | 1800 |
---|---|
Speed | 2.0 |
Attack | 58 |
Piercing | 50% |
Range | 0 |
Armor | 30 |
Dodge | 0% |
Block | 0% |
Radioactive[]
Radioactives are severely mutated. They constantly spawn creatures nearby and poison anything they touch. They are also nearly impervious to ranged weapons.
Abilities:[]
Transmutate: All damage taken heals your hero instead.
Blasts: Summons a radioactive blast in the area.
Summon: Summons a horde of zomblocks in the area.
Stats:[]
HP | 200 |
---|---|
Speed | 2.5 |
Attack | 15 |
Piercing | 80% |
Range | 0 |
Armor | 20 |
Dodge | 0% |
Block | 0% |
Equipment[]
- Claws - Increases melee damage
- Fast - Adds to movement speed
- Tough - Adds armor, especially against ranged attacks/de-buffs
- Regenerate - Heals hp over time and increases resistance to de-buffs
- Unstable - Has a chance to increase hp and damage over time, but has a slight chance of decreasing stats
- Carnivore - Rapidly heals and adds hp during when in combat
- Spikes - Increases armor and damages nearby enemy units
- Radioactive Trail - Leaves behind a trail that slows and poisons enemy troops
- Poison Claws - Increases melee damage and has a chance (?) of poisoning enemy
- Multiply - Continuously spawns a basic unit (with no equipment) over time at the squad's location (reduces initial squad size by 1)
- Radioactive Blood - Sprays slowing and poisoning bloods when hit
- Split - Splits into 2 weaker units upon death (This is bugged unfortunately, don't take it)
- Big Claws - Greatly increases melee damage
- Poison Spikes - Increases armor and damages/poisons nearby enemy units
- Leaping - Rapidly jumps short distances (reduces squad size by 1)
- Mass - Adds 1 unit to squad size
- Radioactive Aura - Creates an aura that damages and slows nearby enemy units
- Summon - Squad is spawned at hero's location (if hero is dead, spawn at barracks)
- Giant - Greatly increases hp, melee damage and weight (reduces squad size by 2)
- Chameleon - Camouflaged units can't be attacked unless they are attacking, very close to a unit, or seen by a detector
Equipment | HP | Speed | Attack | Piercing | Range | Armor | Dodge | Block | Units | Time |
Level (min) |
---|---|---|---|---|---|---|---|---|---|---|---|
Claws | +19 | 50 | +4 | 1 | |||||||
Poison Claws | +13 | 40 | +6 | 1 | |||||||
Spikes | +30 | +5 | 1 | ||||||||
Poison Spikes | +20 | +6 | 1 | ||||||||
Fast | +2.0 | +6 | 1 | ||||||||
Tough | +50 | +5 | 1 | ||||||||
Regenerate | +5 | 1 | |||||||||
Mass | +1 | +6 | 1 | ||||||||
Multiply | -1 | +4 | 1 | ||||||||
Radioactive Aura | +4 | 1 | |||||||||
Radioactive Blood | +6 | 1 | |||||||||
Unstable | 1 | +3 | 1 | ||||||||
Carnivorous | +3 | 1 | |||||||||
Splitting | +5 | 1 | |||||||||
Chameleon | +8 | 1 | |||||||||
Leaping | +0.3 | +25% | -1 | +5 | 1 | ||||||
Big Claws | +31 | 70 | +6 | 2 | |||||||
Giant | 250 | -0.3 | +100% | +20 | -2 | +8 | 2 | ||||
Summon | +10 | 2 |
Blocks[]
- Spawn Totem I - Spawns level 1 units over time
- Healing Totem - Heals units over time
- Fear Totem - Creates an aura that slows and decreases accuracy for nearby enemy units
- Energy Ward - A turret with moderate range and damage, with a slight chance to poison
- Blast Ward - A turret that attacks all enemies in range with a chance to poison
- Attack Totem - Creates an aura that increases attack damage and speed for all allied units
- Resurrection Totem - Randomly respawns nearby allied units that die
- Acid Geyser - A powerful turret that creates huge explosions of energy, damaging, slowing, and poisoning enemy units
- Shroud Totem - Creates an aura of fog around your units that cause ranged attacks to miss more often
- Spawn Totem II - Spawns level 2 troops over time
- Cursed Totem - Creates an aura that permanently decreases the hp of nearby enemy units
Strategy[]
General Tips[]
- Unity is strength. When making an assault on the enemy, have your hero stay around a group of Zomblocks and make sure to use abilities and pick off troublesome units to increase their survivability.
- Buff Totems affect the whole map no matter where they are, so place them on your barracks or totems close to it to keep them from being destroyed.
- It is unwise to use offensive or mobility equipment on Zomblocks for the early game, as they will be too weak to reach the enemy before being destroyed. Instead, take high survivability traits like Tough, Regenerate, or Carnivorous and stack Healing Totems to make your units outlast the enemy's fire.
- Summon is incredibly powerful when used with Giant Zomblocks, as you can spawn high health, high damage units right on top of your enemy. Put some Big Claws on them to deal some BIG damage.
Overlord[]
- Reach Level 5 as quickly as possible in order to access Consume. If used several times around massive battles between your Zomblock horde and an enemy assault, your Overlord can achieve godlike power and destroy the enemy Barracks in a few hits.
Brute[]
Radioactive[]
- Zomblocks summoned by you over time will also contribute to your leveling, which can level you faster if you fight a group of weak enemies. Enemy Heroes can also use them to gain experience however.
- When fighting against a strong group of enemies, use Blast to weaken them and leave them vulnerable to you and your Zomblock minions.
Like what the game mentioned, Zomblocks have no ranged weapons, making them easy pickings for the other 4 races.
However, Zomblocks attack in large numbers and have totems which gives them buffs no matter where they are on the map. Furthermore, Zomblocks have a unique ability known as "Multiply", which lets the squad spawn in a basic unit over time, giving them the opportunity to outnumber their enemies, given enough time.
An approach would be to increase the number of Zomblocks you have by using "Mass" and "Multiply". You should attempt to grow your army and of course, protect them from any possible damage that may cause them to fall.
The Energy Ward and Blast Ward, although useful when piled on five or six blocks high for the range bonus, tend to be easily destroyed for most other races, except for Block Men, which, with their frail bodies, will die way before they can do too much damage, unless they are attacking at a position too far for the turrets to detect.
Another approach is to ignore the enemy's turrets and attack their power blocks instead. The Radioactive's buffs and their spawned units are great for Power Block Rushing as the hero would be able distract and serve as a bullet sponge, giving the rest of your horde the opportunity to catch up and live long enough to multiply and do damage as they do so. If you can, take a few extra units with you with the Target command in order to guarantee the destruction of a specific power block in one go.
Once the power blocks are destroyed, most races except for Blockoids and Goblocks tend to fall easier. Just remember retreat out of the enemy's range if you are loosing health too fast and are not able to activate "Transmutate" fast enough.
Totems are a crucial part of the Zomblock's victory as totems can either spawn, support, or destroy. However, it is best to focus less on turret blocks(unless needed in a pinch) but more on buffs since it helps every Zomblock in battle.
The only offensive block that is truly worth having is the Acid Geyser. However, since it is a turret require a Level 3 Base, you will very seldom get to use it as most battles with the Zomblocks being victorious will tend to be short. But, if you have it available, then use it at your most forward power block as their range and damage can decide battles easily since they greatly enhance your horde's chances of victory by eliminating their enemies.
Additionally, "Multiply" is helpful as the enemies will try to pick on the newly-multiplied Zomblocks first, who don't recieve any squad buffs, while the barracks-spawned Zomblocks will be secondary targets.
Lastly, since the enemy will always do a final rush once their final base hits around 50%-70% health, it is worth mentioning that you should not focus so much on that final rush, than on destroying their base. Many battles have been lost as this last wave includes a number of heavily-powered ranged units who can easily turn the battle around if you do not have a large enough horde to compensate for the sudden and quick losses.
As a point of reference, the following squads are recommended as a foundation but keep in mind that you may have to switch them as the battle goes on.
Squad associated with base level # |
Equipment Combination |
---|---|
1 | Claws, Tough/Fast/Leaping |
2 | Big Claws, Giant, Multiply |
3 | Big Claws, Giant, Multiply, Leaping/Summon/Poison Spikes |
Another thing to try is "Operation Overdose", don't do drugs kids,overdose bad.
Squad associated with base level # | Equipment Combination |
---|---|
1 | Multiply, Carnivorous |
2 | Carnivorous, Regenerate, Unstable/Splitting/Multiply |
3 | Multiply, Splitting, Radioactive Blood, Mass/Carnivorous |
Since your units will multiply, your goal is to gather big groups so that you can use the Overlord's ability known as "Consume". Once you've done enough consumptions, you can rush into the enemy's base and then destroy their barracks quickly.
Match-up specific strategies (for campaign and MP)
1. Blockmen: Probably the most Zomblock favoured match-up; Block Men have no chance in melee and Zomblocks got access to plenty of anti-range tools. The only challenge is surviving the early game.
- tier 1: Tough / Poison Spikes
- tier 2: Multiply / Tough / spikes or Leaping / Regeneration / Carnivorous
- tier 3: Carnivorous / Tough / Radioactive Aura / Poisoned Spikes
General gameplan:
Early game
You need to play it safe and carefully turtle up while managing the first 2-3 waves with your Hero. Your first objective is to hunt the enemy Hero away from his turrets, while farming xp until level 3. Your first wave needs to be able to hold out while your Hero farms and hunts down isolated targets (preferably power blocks from a blindspot, or isolated waves). It's pretty easy to hold out as long as you make use of sight blockers to force the AI to fight you into melee range. If the Blockmen waves are becoming too large before hero level 3 it's recommended you either start over or you carefully pick the wave apart by luring them into blindspots.
Mid game (past the first base)
Once you've reached your early game saturation you should be in a pretty good stead, you have already a few totems in place (Healing and Summon Totems.) to power up straight into the mid-phase. At this stage, two things can happen
A) Your early game was dominant and you have established a massive swarm
This is usually a good sign you're going to win the game as Block Men can only fight back at base level 2 as their most efficient equipment unlocks at this tier. Also, it means that they'll be pretty dried out on minerals preventing them from abusing their defender's advantage. Be careful not to push your luck too much unless you have such a massive lead in units. Start actively wearing down the long-range units, and consider allocating minerals for fear and more summoning totems.
B) Your early game went even; you only have 1-2 waves at this stage of the game
This is a pretty scary spot to be in as this is the phase where the game will summon a large amount of high-powered units. Luckily Blockmen blobs are not as scary as the other factions, but they can instantly lose you the game if you don't macro up carefully. Your best course of action is either to take the fight head on (assuming your Hero is healthy), or depending on the tier 2 units start backing up Blast Wards and as many Summon Totems as you can so you can carefully grind back into an even fight. Both the Overlord and Radioactive are amazing against Blockmen, make sure to keep farming and to always be there during critical conjenctures; do not lose your hero for just a few structure or unit kills.
Once you have stabilised or established a good lead, you can either choose to turtle up, or you rapidly rush towards the late-game with your by-this-point unstoppable swarm. Always focus on support totems, but the blast ward and acid geyser can be good in a pinch vs Block Men if the minerals available. If you're not certain what totems to focus on, you can always get away with healing and summon totems.
Late Game
At this point the Blockmen are screwed as they don't have much ways to regain control of the wave flow, they'll probably have a few turrets left and 1 final push with strongly statted heroes. This is where you should be greedy, don't bother much with offensive totems unless you feel unsafe. At this conjencture it's important that your Hero is either incredibly powerful (Overlord Consume Ability) or that you have a massive infrastructure of summons for the last push. Push as hard as you can, single out their heroes and grind them aggressively down, as long as they can't form a massive blob you'll always come out ahead. With the Overlord, you can cheese it out by abusing Consume, the stat gains allows you to snipe down even bases with just a few basic-attacks. Once the final wave is pushed back, you can confirm that you have won.
What to do when behind against Blockmen
The hardest part about Zomblocks is that unlike the rest you have no "fallback points"; without the ability to establish massive turret walls you're almost always guaranteed to lose should you mess up the first 2-3 waves. Blockmen can make it hard for you as sieging during the first stage is very hard without the support of massive numbers and totems. For the Zomblocks, your "turrets" are the very Zomblocks you send out, this is your primary way of defence. There are a few ways you can try to come back into the game. Either you carefully readjust your units equipment, or you stall as hard as you can with your hero. The safest bet is to always fight near your totems, or to fight away from turrets. A small exploit you can use is to move your Hero to an odd area away from your base, the AI will usually attack the nearest target, allowing you to farm safely and buy your waves enough time to hold out. Generally, things will get easier once you reach level 3 and your hero survives.