Forts and defense: how it works and the numbers
Short answer
A fort is your ring of walls, towers, traps and garrisons. Each zombie has a job against it and a fort has a counter for each zombie. You get one shared limit on defense pieces.
What it does
Brutes are tough and slow and are the only zombies that break walls. A kill zone, a garrison choke under overlapping towers, is how you stop them. Runners are fast and fragile, and traps are how you stop them. Shamblers are half a slot, arrive two at a time and use up traps. A maze, where they run out of time, is how you stop them.
Garrisons fight only the zombies they hold, which are Brutes and Shamblers. Runners pass garrisons untouched.
A trap bursts on the first zombie that steps on it, for 180 damage (Defense research raises it), and is spent for that fight. A swarm of Shamblers spends traps cheaply.
A side of your fort can be sealed with walls. Only Brutes can break in there, so an army with no Brutes can't enter a sealed side.
All your defense pieces (walls, towers, traps and garrisons together) share one limit that depends on the ring: 18 on a 7×7 ring up to 60 on a 13×13 ring. Economy buildings don't count. Walls rise in price like every other defense piece: each copy you own makes the next one 25% dearer, and removing a piece gives 50% of its price back.
Armies and caps count in slots. A Shambler is half a slot and a Runner or Brute is one.
After a failed attack, a hint says what beat you and which zombie would do better. It names a job, never a single exact answer.
The forts the game makes (the daily forts, the Horde King and bot villages) each have a theme with a readable weakness, such as a thin side or too few towers. Read the board, then bring the zombie that fits.
Defense limit by ring size
| Village strength band | Defense pieces allowed | Army slots |
|---|---|---|
| 7×7 | 18 | 18 |
| 9×9 | 30 | 30 |
| 11×11 | 44 | 45 |
| 13×13 | 60 | 60 |
Tips
- Defend with a mix of jobs: a fort with only walls loses to Brutes, and one with only traps loses to Shamblers.
- Traps unlock on the 9×9 ring and garrisons on the 9×9 ring.
- Before an attack, look for the weakness: a thin side wants Runners, a long maze wants Brutes, and a trap lane wants Shamblers.
Questions
What does each zombie do against a fort?
Brutes are tough and slow and break walls; kill zones (garrison chokes under overlapping towers) stop them. Runners are fast and fragile; traps stop them. Shamblers are half a slot, arrive two at a time and use up traps; mazes stop them.
How many defense pieces can I build?
One shared limit for walls, towers, traps and garrisons together: 18 on the 7×7 ring up to 60 on the 13×13 ring. Walls get dearer by 25% per copy like the other pieces.
Why can't my army get into a fort?
A side sealed with walls only lets Brutes in, because only Brutes break walls. Bring Brutes or attack another side.
Numbers come straight from the game's rules and update with every release.
Go deeper
Related pages
Raid sizeA village can only be attacked by so many army slots from one attacker at a time: 18 at the weakest bands, up to 60 at the strongest.
ShamblersShamblers are your first zombies: half an army slot each, they arrive two at a time and use up traps. They unlock with the Binding Pit.
RunnersRunners are fast and fragile: they outrun tower fire and pass garrisons untouched, but a trap kills one outright. They unlock at Binding Pit level 2.
BrutesBrutes are tough and slow, and the only zombies that break walls. They unlock at Binding Pit level 3.