Data & Formulas

## Calculating Hatch Chance over n attempts

To calculate your chance to get at least 1 zombie or more over n attempts, use the following formula:

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{\displaystyle 1 - (1 - chance) ^ {attempts}}

For example, for a 1% chance (1 in 100), after 100 attempts:

1
−
(
1
−
0.01

)

100

=
63.39677
%

{\displaystyle 1 - (1 - 0.01) ^ {100} = 63.39677\%}

**See this calculator for easy calculation**

100% probability is impossible to achieve, so this is the most accurate way to calculate your odds over n attempts. However, on average the hatch chance should be correct. Say you were to open 10,000 capsules (100x the average amount), you should on average get 100 drops, but that doesn't mean you will get 1 after each 100 opens. You aren't pulling from the same pool, but rather have the same odds every time.

## Calculating Level Up Costs

To address confusion, I will be referring as "level 1 cost" as the cost required to reach the next level, in this instance being to reach level 2.

Zombie's Level 1 level up costs are calculated as follows:

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10
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{\displaystyle ({worldNumber} \* 10) + ({worldNumber} \* 2 \* rarityTier)}

with worldNumber starting at 1 from Castle and rarityTier starting at 0 from the common/grey rarity zombies.

For example, a Builderman (of rarity 0) from Desert (world 3), would be calculated as such:

(
3
∗
10
)
(
3
∗
2
∗
0
# )
30

{\displaystyle (3 \* 10) + (3 \* 2 \* 0) = 30}

Whereas a Shaman (rarity 4) from Jungle (world 7) would be:

(
7
∗
10
)
(
7
∗
2
∗
4
# )
126

{\displaystyle (7 \* 10) + (7 \* 2 \* 4) = 126}

After the base level 1 cost is calculated, the next level cost will be the previous level up cost plus the base cost. Using the Builderman from the previous example, it would be calculated like so:

Level 2:

30
# 30
60

{\displaystyle 30 + 30 = 60}

Level 3:

60
# 30
90

{\displaystyle 60 + 30 = 90}

Level 4:

90
# 30
120

{\displaystyle 90 + 30 = 120}

and so on.

Level Up Cost calculated on zombies individual pages on this wiki will have a sum of all levels to reach level 25 using this formula.

## How Max Stats are calculated

Max stats are calculated using the base damage as such:

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{\displaystyle baseDamage \* toxicModifier \* levelModifier \* damageMultiplier \* damageMod}

The base damage is first obtained, a lot of this can be done by knowing what your damage multiplier is and dividing the base damage of a zombie by your damage multiplier.

Flame modifier is 1.5, Electric modifier is 2, and Toxic modifier is 2.5.

Level modifier is 1.48, or +48%, for level 25.

Damage multiplier is the amount of damage upgrades you have, the maximum in the game currently is 11.9, so the wiki uses this value. You can swap out the damage multiplier for the health multiplier to get the health values, and the maximum health upgrades give a total of 9.5.

Damage mod, is just the best modification you have on your zombie. The best is 25% mod right now, so this value would be \* 1.25. This can be swapped out for health modification, but is the same value regardless in the end as health also only goes up to 25%.