Tier List

Project Lazarus ZOMBIES Best Loadouts

Two guns for the default cap, three with Mule Kick, and a pistol you empty during Insta-Kill.

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A loadout in Project Lazarus: ZOMBIES is two weapons plus a knife unless you spend 4,000 points on Mule Kick. The game has been six-player co-op since 28 June 2016. There are no codes. You always spawn with a Beretta M9. Everything else is a wall chalk or a 950-point box, then 5,000 at Pack-a-Punch. This page turns the weapons tier list into kits you can actually carry on Graduation and Research.

The embedded video is a handguns-only challenge, not the meta. Use it to see how far pistols go — Desert Eagle, S&W 500, Laugo Alien, Glock 37 GAP if you own the pass — and then add a real train gun. High-round routing that these kits assume is on high-round strategy. Perk order is on the perks tier list. The tier list hub is the index.

Rules that every kit follows

  • One refillable. Wall MP5, SKS, M14, Ranger, Remington 870, or B93 Raffica. Wonder ammo is finite.
  • One deletion tool. Frostbite or Ray Gun if the box is kind; otherwise an LMG, Honey Badger, Model 1887, or a punched wall rifle.
  • Insta-Kill dump gun. During Insta-Kill, put the wonder away. Knife first. If you must shoot, dump a pistol or the starting M9, not Absolute Zero.
  • Mule slot is disposable. The third gun dies when you down. Do not park Frostbite there.

Pack-a-Punch both keepers when you can. Modules matter more than raw chalk names.

Graduation: two-gun default

Graduation is a Japanese high school, two spawns, electric door until power, library train on the lower/upper stacks.

Openers: Knife with the M9. Buy B93 Raffica (500) near the Pack-a-Punch classroom side or SKS on the starter hallway if that is your spawn. MP5 in the library is the refillable you keep for the rest of the game.

Stable two-gun:

  1. Ray Gun or Frostbite (box) + MP5 (wall).
  2. If the box refuses wonders: Honey Badger or RPD + MP5.
  3. Budget: Pack-a-Punched SKS or M16A4 + Ranger/870.

Close halls make shotguns and SMGs feel a tier higher than they do on Research. Model 1887 (June 2026) is a monster in library corners; it still does not refill. Keep the MP5.

Perks: Juggernog, Double Tap, Speed Cola, then Quick Revive in pubs. Skip Mule until the two-gun pair is punched.

Research: two-gun default

Research is a Shenzhen facility in three blocks, three teleporters, Pack-a-Punch under the testing-chamber stairs, power in the labs center.

Openers: B93 Raffica at the top of the starter stairs, M14 in the office, MP5 also in the office block. Same refillable logic as Graduation, longer sightlines.

Stable two-gun:

  1. Frostbite or Ray Gun + M14/SKS (wall ammo at range).
  2. RPD / M249 / SCAR-HAMR + MP5.
  3. Honey Badger + M14 if you want mobility through teleporters.

Launchers (RPG-7) are a doorway panic button, not a kit. Teleporters shuffle the horde; do not ADS a Barrett while the pad dumps zombies on your back.

Mule Kick three-gun sets

Only after Jugg and Double Tap. Fill slot 3 with a 500-point wall pistol or shotgun first, then spin so the good box gun lands in 1 or 2.

Graduation three-gun: Frostbite (train control) + Ray Gun (panic splash) + MP5 (ammo). If you have one wonder: wonder + Honey Badger or Model 1887 + MP5.

Research three-gun: Ray Gun + RPD + M14. Alternate: Frostbite + Honey Badger + B93 Raffica as the dump gun.

Pass owners can slot RPK-74 or M4 SOPMOD II where the LMG/AR sits. They do not replace the wall refill.

Insta-Kill dump gun

Insta-Kill lasts 30 seconds and makes every hit lethal, including the knife. The correct dump gun is whatever has cheap ammo and a pistol profile: starting M9, B93 Raffica, Glock 17, pass Glocks, TEC-9. You are farming points and saving wonder reserves. Knifing pays 140 during Insta-Kill (280 with Double Points). Do not dump Frostbite or Ray Gun magazines into a one-hit window.

The handguns-only video shows the ceiling of that idea taken too far. Pistols can survive a challenge run. They are not how you should build a public round-40. Use pistols as the dump and downed gun; use a wonder or LMG as the train gun.

Easter eggs stay out of serious kits. Maverick (Nerf) and Whizzbanger are box memes. Midnight Sun is funny splash. Leave them in slot 3 if you must show off, then buy the MP5 back.

Copy these sets, then adjust for the box you actually rolled. The loadout that wins is the one you can rebuy after a down in a six-player lobby — not the thumbnail that assumes Frostbite, Ray Gun, and Mule Kick all at once on round 12.

FAQ

Frequently Asked Questions

Quick answers for perks, Mystery Box pulls, and high-round survival.

What is the best two-gun loadout?

A Pack-a-Punched wonder (Frostbite or Ray Gun) plus a refillable wall gun. MP5 on Graduation, M14 or MP5 on Research.

When do I add a third gun?

After Juggernog and Double Tap, and after both keepers are punched. Mule Kick costs 4,000 and the extra gun vanishes on a down.

What should I shoot during Insta-Kill?

Knife first. If you shoot, use a pistol dump gun. Do not empty the Ray Gun or Frostbite while zombies die in one hit.

Can I run handguns only?

As a challenge, yes — the embedded video does. For high rounds, pistols are dump guns and downed weapons, not the train kit.

Do game pass guns change these kits?

Swap RPK-74 or M4 SOPMOD II into the A-tier slot if you own them. Keep a free wall refill either way.

Where do I put Frostbite if I have Mule Kick?

Slot 1 or 2. Slot 3 is deleted when you down and lose Mule. Fill slot 3 with a cheap wall gun first.