Plan Your Credit Goals
Select your target class to see how long it will take to unlock.
Time to Target
Optimal Spending Strategy
When should you spend vs. save during a run?
❌ Don't Buy Early (Before Wave 15)
- Turrets - Zombie density too low to justify cost
- Landmines - Better to rely on weapons
- Extra weapons - Your starting loadout is sufficient
Why: Early spending delays your permanent class upgrades.
✅ Do Buy Late (After Wave 20)
- Flame Turrets - High value at chokepoints
- Extra damage - When survival is the bottleneck
- Healing stations - If running Medic
Why: Late-game spending doesn't affect hub progression.
Promo Code Impact
The Zombies code gives 2,500 Credits instantly. Here's the impact:
| Without Code | With Code | Time Saved |
|---|---|---|
| 15,000 credits needed | 12,500 credits needed | ~2-3 hours |
Recommendation: Use the code immediately on a fresh account for maximum benefit.
Credit Earning Rates
How much can you earn with different methods?
| Method | Credits/Hour | Daily (8h) | Weekly (56h) | Best For |
|---|---|---|---|---|
| Active Play (Casual) | 800-1,200 | 6,400-9,600 | 44,800-67,200 | Learning, early game |
| Active Play (Optimized) | 1,500-2,000 | 12,000-16,000 | 84,000-112,000 | Efficient farming |
| AFK Macro (Basic) | 3,000-4,000 | 24,000-32,000 | 168,000-224,000 | Overnight farming |
| AFK Macro (Optimized) | 5,000+ | 40,000+ | 280,000+ | Necromancer grind |
| VIP Bonus (+20%) | +20% all methods | +20% | +20% | Pay-to-play players |
Class Credit ROI
Which class gives the best credit farming return for your investment?
| Class | Cost | DPS Boost | Credit/Hour Gain | ROI Time |
|---|---|---|---|---|
| Marksman | 15,000 | +200% | +1,000/hr | 15 hours |
| Engineer | 20,000 | +100% (defense) | +500/hr | 40 hours |
| Demolitionist | 50,000 | +300% | +1,500/hr | 33 hours |
| Necromancer | 200,000 | +500% | +3,000/hr | 67 hours |