Project Lazarus ZOMBIES Perks Tier List
Four drinks, five machines. Juggernog and Double Tap are not optional.
Project Lazarus: ZOMBIES gives you five perk machines and four slots. That cap is the whole ranking. The game has been online co-op for up to six players since 28 June 2016, still has no codes, and still charges the same five prices: Quick Revive 1,500, Double Tap 2,000, Juggernog 2,500, Speed Cola 3,000, Mule Kick 4,000. Power must be on before any machine sells. Downs strip every drink. Mule’s third gun is deleted with the perk.
Machine locations and the drink animation are in how to get perks. Two-gun versus three-gun kits that assume this ranking live on best loadouts. Weapon grades that Double Tap multiplies sit on the weapons tier list. The parent tier list hub is the criteria page.
S-tier: Juggernog and Double Tap
Juggernog (2,500) doubles health from 100 to 200. Zombies hit for 45. Without Jugg you down in three swings; with Jugg you down in five. That is not a comfort stat. A down costs every perk you own and, if you had Mule Kick, a weapon. Jugg is the lock that protects the other three slots. Buy it first once the machine is powered, even before a fancy box gun.
Double Tap Root Beer (2,000) adds about 18 percent fire rate and fires two bullets per trigger pull, so connected shots deal double damage. LMGs, Honey Badger, Ray Gun, and wall rifles all scale off this drink. Knife-only point farming does not. Buy Double Tap second in almost every public lobby. Solo players who still need extra hit points on trash pistols can delay it a round, but the S-tier pair is Jugg plus DT.
Together they cost 4,500 points and eat two of four slots. That is the correct tax.
A-tier: Speed Cola
Speed Cola (3,000) halves reload time and rebuilds barriers about 87.5 percent faster (0.75s planks down to 0.4s). It does not raise damage. It raises uptime. Empty RPD, empty Ray Gun, empty Model 1887 — those reloads get you cornered on Graduation staircases. Speed Cola is the default third drink for anyone holding a slow mag or a pump/lever shotgun.
On Research, longer sightlines make reloads slightly safer, so some stacks delay Speed Cola. In a six-player Graduation library train, A-tier is not a debate: drink it.
B-tier: Mule Kick or Quick Revive, depending on the squad
You only have one slot left after Jugg, DT, and Speed Cola. That slot is the B-tier fight.
Mule Kick (4,000) is a third weapon. The correct use is S-tier wonder + refillable wall gun + dump pistol (or a second wonder). The incorrect use is three box guns with no ammo plan. Slot 3 is the gun you are willing to lose on a down. Fill it with a cheap wall buy first, then overwrite it from the box so your Ray Gun sits in slot 1 or 2. Mule ranks up in organized duos and trios who already revive fast without a perk.
Quick Revive (1,500) halves revive time (3s to 1.5s) and halves health-regen delay (5s to 2.5s). In a chaotic six-stack, QR is the fourth drink because someone is always sliding. Solo, QR does not self-revive; skip it and take Mule or even sit on three perks if you are saving 4,000 for Pack-a-Punch. Support players who trail the train should take QR over Mule every time.
If you refuse Speed Cola, a greedy four-set is Jugg, DT, Mule, QR. That kit hits hard and revives fast, then dies on a four-second LMG reload. Only run it if your guns are small-mag pistols or SMGs.
What is not on the list
There is no fifth legal drink. Old five-perk tricks are patched. There is no Stamin-Up, no Deadshot, no paid perk pass. Game passes add guns, not slots. Codes do not exist, so you cannot redeem a free Jugg.
Perk icons sit bottom-left on the HUD. If you see four, stop walking up to machines. The prompt will not sell a fifth.
Buy order that matches the tiers
- Power on.
- Juggernog.
- Double Tap.
- Speed Cola or Quick Revive if your squad is already downing.
- Mule Kick only after you have 4,000 extra and two guns worth keeping.
Rebuy the same order after a down. Do not rebuild Mule first; you will lose the third gun again on the next slap. Rebuild Jugg, then damage, then utility.
Map flavor: Graduation Jugg is in the nurse’s office spawn vending room; QR is on the classroom-spawn corridor; Speed Cola is upstairs in a vending room; Mule is at the back of the upper library. Research Jugg sits on the test-chamber floor near decontamination; Speed Cola is behind the elevator-lobby counter; Mule is on the upper test chamber left of the stairs. Double Tap is a powered machine on both maps — drink it on the way to your train, not as a detour that splits the squad.
That is the ranking: S Jugg and DT, A Speed Cola, B Mule or QR by lobby type. Copy a three-gun fantasy only after those four slots are honest.
Frequently Asked Questions
Quick answers for perks, Mystery Box pulls, and high-round survival.
What are the best perks?
Juggernog and Double Tap are S-tier. Speed Cola is the usual third. Mule Kick or Quick Revive takes the last slot based on squad size and discipline.
Can I hold all five perks?
No. The cap is four. Five-perk glitches were patched. Pick a slot to leave empty — usually Mule or Quick Revive.
Should solo players buy Quick Revive?
No. It does not self-revive. Spend 1,500 on doors or save toward Mule Kick and Pack-a-Punch instead.
Why did I lose my third gun?
A down removes every perk. Mule Kick's extra slot vanishes, so the third weapon is deleted. Keep wonders in slot 1 or 2.
Do I buy perks or Pack-a-Punch first?
Juggernog first, then a gun you can punch, then Double Tap. A punched rifle on 100 HP still downs in three hits.