
Zombie Arena first five waves: threat progression
The first five waves introduce threats gradually, but their exact mix is partly random. Prepare for what can appear rather than memorising a fixed enemy count. All three guns are available from the start, so practise switching before the yard gets crowded.
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Waves one to three: keep distance from Runners
Wave one contains Shamblers only. Runners can already appear in wave two, and their selection chance increases in wave three. Their base health is lower but their movement speed is roughly double a Shambler’s. Remove a Runner closing the exit before spending a long time shooting a slower target.
Wave four: leave room for projectile dodges
Spitters enter the possible pool in wave four. Watch for the windup, move out of the straight shot and avoid its impact puddle. Enemies arrive around the perimeter with a brief activation warning rather than all appearing at once. Check behind your route as fresh arrivals join the fight.
Wave five: move out of the Brute’s marked slam
Brutes can join in wave five alongside the existing types. At close range they stop and telegraph a slam at your recent position. Leave that marked location instead of trying to outshoot the attack while standing still. Total wave size rises with progression and difficulty; Armored enters the general random pool from wave six. Use the upgrade breaks to address what has actually hurt the run.