ZOMBIE ARENA GUIDE

Zombie Arena between waves: refills and resets

A wave finishes when both its spawn queue and surviving enemies are empty. After waves one through nine, the game pauses for an upgrade choice. Use that break to check your build and prepare for the resources that will return at the next start.

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Review health and choose a card

Clearing the wave restores 12 HP plus any Second wind bonus, capped at maximum health. Up to three distinct available upgrades are offered; upgrades already at their maximum level leave the candidate pool. Selecting a card and pressing Start wave are separate actions, giving you time to read the choice before continuing.

Know what the next wave restores

Starting the wave refills all three weapon magazines, including capacity added by Extended mags. It restores one grenade up to your capacity. All six barrels return intact. Bullets, enemy projectiles, thrown grenades and puddles are cleared, so an old impact patch does not carry into the fresh wave.

Keep the run and save rules separate

Your upgrades and selected weapon carry through this run. Starting a new run resets the build. Leave run ends the attempt; the upgrade pause is not a saved checkpoint that restores the run after closing the browser. If you want to finish the same attempt, keep the session open and continue from the pause.